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/cvs/deliantra/Deliantra/Deliantra/Data.pm
Revision: 1.72
Committed: Tue Apr 20 06:49:31 2010 UTC (14 years ago) by root
Branch: MAIN
CVS Tags: rel-2_01, rel-1_30, HEAD
Changes since 1.71: +16 -0 lines
Log Message:
hack...

File Contents

# Content
1 =head1 NAME
2
3 Deliantra::Data - various data structures useful for understanding archs and objects
4
5 =head1
6
7 THIS FILE IS AUTOGENERATED, DO NOT EDIT!
8
9 It's a translation of the following files:
10
11 res/spells.xml
12 res/types.xml
13 res/typenumbers.xml
14
15 See F<res/README> for more info.
16
17 =cut
18
19 package Deliantra::Data;
20
21 our %BITMASK = (
22 attacktype => {
23 0 => 'Physical',
24 1 => 'Magical',
25 2 => 'Fire',
26 3 => 'Electricity',
27 4 => 'Cold',
28 5 => 'Confusion',
29 6 => 'Acid',
30 7 => 'Drain',
31 8 => 'Weaponmagic',
32 9 => 'Ghosthit',
33 10 => 'Poison',
34 11 => 'Slow',
35 12 => 'Paralyze',
36 13 => 'Turn Undead',
37 14 => 'Fear',
38 15 => 'Cancellation',
39 16 => 'Depletion',
40 17 => 'Death',
41 18 => 'Chaos',
42 19 => 'Counterspell',
43 20 => 'God Power',
44 21 => 'Holy Power',
45 22 => 'Blinding'
46 },
47 material => {
48 0 => 'Paper',
49 1 => 'Iron',
50 2 => 'Glass',
51 3 => 'Leather',
52 4 => 'Wood',
53 5 => 'Organics',
54 6 => 'Stone',
55 7 => 'Cloth',
56 8 => 'Adamantite',
57 9 => 'Liquid',
58 10 => 'Soft Metal',
59 11 => 'Bone',
60 12 => 'Ice',
61 13 => '(supress name on display)'
62 },
63 movement_type => {
64 0 => 'Walk',
65 1 => 'Fly Low',
66 2 => 'Fly High',
67 3 => 'Swim',
68 4 => 'Boat',
69 16 => 'Other'
70 },
71 pick_up => {
72 0 => 'Nothing',
73 1 => 'Wealth',
74 2 => 'Food',
75 3 => 'Weapons',
76 4 => 'Armour',
77 5 => 'Inverse',
78 6 => 'All'
79 },
80 spellpath => {
81 0 => 'Protection',
82 1 => 'Fire',
83 2 => 'Frost',
84 3 => 'Electricity',
85 4 => 'Missiles',
86 5 => 'Self',
87 6 => 'Summoning',
88 7 => 'Abjuration',
89 8 => 'Restoration',
90 9 => 'Detonation',
91 10 => 'Mind',
92 11 => 'Creation',
93 12 => 'Teleportation',
94 13 => 'Information',
95 14 => 'Transmutation',
96 15 => 'Transferrence',
97 16 => 'Turning',
98 17 => 'Wounding',
99 18 => 'Death',
100 19 => 'Light'
101 },
102 will_apply => {
103 0 => 'Apply Handles',
104 1 => 'Open Chests',
105 2 => 'Break Walls',
106 3 => 'Open Doors'
107 }
108 );
109
110 our %LIST = (
111 attack_movement_bits_0_3 => {
112 0 => 'default',
113 1 => 'attack from distance',
114 2 => 'run away',
115 3 => 'hit and run',
116 4 => 'wait, then hit, then move',
117 5 => 'rush blindly',
118 6 => 'always run',
119 7 => 'attack from distance if hit',
120 8 => 'do not approach'
121 },
122 attack_movement_bits_4_7 => {
123 0 => 'none',
124 16 => 'pet',
125 32 => 'small circle',
126 48 => 'large circle',
127 64 => 'small horizontal',
128 80 => 'large horizontal',
129 96 => 'random direction',
130 112 => 'random movement',
131 128 => 'small vertical',
132 144 => 'large vertical'
133 },
134 direction => {
135 0 => '<none>',
136 1 => 'north',
137 2 => 'northeast',
138 3 => 'east',
139 4 => 'southeast',
140 5 => 'south',
141 6 => 'southwest',
142 7 => 'west',
143 8 => 'northwest'
144 },
145 event_type => {
146 0 => 'none',
147 1 => 'apply',
148 2 => 'attack',
149 3 => 'death',
150 4 => 'drop',
151 5 => 'pickup',
152 6 => 'say',
153 7 => 'stop',
154 8 => 'time',
155 9 => 'throw',
156 10 => 'trigger',
157 11 => 'close',
158 12 => 'timer',
159 28 => 'move',
160 41 => 'drop_on'
161 },
162 mood => {
163 0 => 'furious',
164 1 => 'angry',
165 2 => 'calm',
166 3 => 'sleep',
167 4 => 'charm',
168 5 => 'destroy monster',
169 6 => 'destroy pet'
170 },
171 potion_effect => {
172 0 => '<none>',
173 65536 => 'life restoration',
174 1048576 => 'improvement'
175 },
176 skill_type => {
177 1 => 'lockpicking',
178 2 => 'hiding',
179 3 => 'smithery',
180 4 => 'bowyer',
181 5 => 'jeweler',
182 6 => 'alchemy',
183 7 => 'stealing',
184 8 => 'literacy',
185 9 => 'bargaining',
186 10 => 'jumping',
187 11 => 'detect magic',
188 12 => 'oratory',
189 13 => 'singing',
190 14 => 'detect curse',
191 15 => 'find traps',
192 16 => 'mediatation',
193 17 => 'punching',
194 18 => 'flame touch',
195 19 => 'karate',
196 20 => 'climbing',
197 21 => 'woodsman',
198 22 => 'inscription',
199 23 => 'one handed weapons',
200 24 => 'missile weapons',
201 25 => 'throwing',
202 26 => 'use magic item',
203 27 => 'disarm traps',
204 28 => 'set traps',
205 29 => 'thaumaturgy',
206 30 => 'praying',
207 31 => 'clawing',
208 32 => 'levitation',
209 33 => 'summoning',
210 34 => 'pyromancy',
211 35 => 'evocation',
212 36 => 'sorcery',
213 37 => 'two handed weapons'
214 },
215 spell_type => {
216 1 => 'raise dead',
217 2 => 'rune',
218 3 => 'make mark',
219 4 => 'bolt',
220 5 => 'bullet',
221 6 => 'explosion',
222 7 => 'cone',
223 8 => 'bomb',
224 9 => 'wonder',
225 10 => 'smite',
226 11 => 'magic missile',
227 12 => 'summon golem',
228 13 => 'dimension door',
229 14 => 'magic mapping',
230 15 => 'magic wall',
231 16 => 'destruction',
232 17 => 'perceive self',
233 18 => 'word of recall',
234 19 => 'invisible',
235 20 => 'probe',
236 21 => 'healing',
237 22 => 'create food',
238 23 => 'earth to dust',
239 24 => 'change ability',
240 25 => 'bless',
241 26 => 'curse',
242 27 => 'summon monster',
243 28 => 'recharge',
244 29 => 'polymorph',
245 30 => 'alchemy',
246 31 => 'remove curse',
247 32 => 'identify',
248 33 => 'detection',
249 34 => 'mood change',
250 35 => 'moving ball',
251 36 => 'swarm',
252 37 => 'charge mana',
253 38 => 'dispel rune',
254 39 => 'create missile',
255 40 => 'consecrate',
256 41 => 'animate weapon',
257 42 => 'light',
258 43 => 'change map light',
259 44 => 'faery fire',
260 45 => 'disease',
261 46 => 'aura',
262 47 => 'town portal'
263 },
264 weapon_type => {
265 0 => '<unknown>',
266 1 => 'sword',
267 2 => 'arrows',
268 3 => 'axe',
269 4 => 'katana',
270 5 => 'knife, dagger',
271 6 => 'whip, chain',
272 7 => 'hammer, flail',
273 8 => 'club, stick'
274 }
275 );
276
277 our %IGNORE_LIST = (
278 non_pickable => [
279 'value',
280 'nrof',
281 'weight',
282 'name_pl',
283 'material',
284 'no_pick',
285 'unpaid',
286 'title',
287 'identified'
288 ],
289 system_object => [
290 'value',
291 'nrof',
292 'weight',
293 'name_pl',
294 'material',
295 'no_pick',
296 'unpaid',
297 'title',
298 'glow_radius',
299 'identified',
300 'blocksview',
301 'invisible'
302 ]
303 );
304
305 our %DEFAULT_ATTR = (
306 attr => [
307 [
308 'name',
309 {
310 desc => 'This is the name of the object, displayed to the player.',
311 name => 'name',
312 type => 'string'
313 }
314 ],
315 [
316 'name_pl',
317 {
318 desc => 'This is the plural name of the object. A plural name must be set for all items that can be picked up and collected by the player.',
319 name => 'plural name',
320 type => 'string'
321 }
322 ],
323 [
324 'title',
325 {
326 desc => 'This is the object\'s title. Once an object is identified the title is attached to the name. Typical titles are "of Mostrai", "of xray vision" etc.',
327 name => 'title',
328 type => 'string'
329 }
330 ],
331 [
332 'face',
333 {
334 desc => 'The image-name defines what image is displayed for this object in-game. Take care if the archetype of the object has an animation! See also the \'animation\' attribute.',
335 name => 'image',
336 type => 'string'
337 }
338 ],
339 [
340 'animation',
341 {
342 desc => 'The animation-name of the object. If you assign custom faces and the archetype defines an animation you can disable the animation of an archetype by setting this field to NONE.',
343 name => 'animation',
344 type => 'string'
345 }
346 ],
347 [
348 'tag',
349 {
350 desc => 'You can tag objects with an identifier. Tagged objects can be found quickly from their tag, which makes them useful to tag exits and refer to those by their name.',
351 name => 'tag',
352 type => 'string'
353 }
354 ],
355 [
356 'nrof',
357 {
358 desc => 'This value determines the number of objects in one stack (for example: 100 goldcoins => "number = 100"). You should set this at least to one, for any pickable object - otherwise it won\'t be mergeable into a stack.',
359 name => 'number',
360 type => 'int'
361 }
362 ],
363 [
364 'weight',
365 {
366 desc => 'This value defines the object\'s weight in grams (1000g is 1kg). Objects with zero weight are not pickable for players. Still, set the "non-pickable"-flag for explicitly non-pickable objects (hey, this is opensource.. you never know ;) ).',
367 name => 'weight',
368 type => 'int'
369 }
370 ],
371 [
372 'value',
373 {
374 desc => 'Determines the value of the object, in units of silver coins (one platinum coin == 50 silver coins). Value for buying/selling will be further modified by various factors. Hence, testing values in-game is usually inevitable.',
375 name => 'value',
376 type => 'int'
377 }
378 ],
379 [
380 'glow_radius',
381 {
382 desc => 'If <glow radius> is set to a value greater zero, the object appears lit up on dark maps. <glow radius> can be a value between 0 and 9, the higher, the more light does the object emit.',
383 name => 'glow radius',
384 type => 'int'
385 }
386 ],
387 [
388 'material',
389 {
390 desc => 'This bitmask-value informs the player of which material(s) the object consists. Material does also affect how likely the object can be destroyed by hazardous spell-effects.',
391 name => 'material',
392 type => 'bitmask',
393 value => $BITMASK{material}
394 }
395 ],
396 [
397 'no_pick',
398 {
399 desc => 'If set, the object cannot be picked up (Neither by players nor monsters).',
400 name => 'non-pickable',
401 type => 'bool'
402 }
403 ],
404 [
405 'invisible',
406 {
407 desc => 'Generally makes the object invisible. Depending on the object-type, some can be made visible by the show_invisible spell. If in doubt, test it. Putting an invisible object under the floor always prevents it from being shown.',
408 name => 'invisible',
409 type => 'bool'
410 }
411 ],
412 [
413 'blocksview',
414 {
415 desc => 'If an item is set to block view, players (and monsters) cannot see beyond it unless they cross it or manage to stand ontop.',
416 name => 'block view',
417 type => 'bool'
418 }
419 ],
420 [
421 'identified',
422 {
423 desc => 'If an item is identified, the player has full knowledge about it.',
424 name => 'identified',
425 type => 'bool'
426 }
427 ],
428 [
429 'unpaid',
430 {
431 desc => 'An <unpaid> item cannot be used unless a player carried it over a shop mat, paying the demanded price. Setting this flag makes sense only for pickable items inside shops.',
432 name => 'unpaid',
433 type => 'bool'
434 }
435 ],
436 [
437 'sound',
438 {
439 desc => 'The sound this objects makes on a map. Enter either a sound alias from arch/res/sound.conf.res or a path. If you enter <path> in this field it will point to sound/<path>.ext',
440 name => 'sound',
441 type => 'string'
442 }
443 ],
444 [
445 'sound_destroy',
446 {
447 desc => 'The sound this objects makes when it is destroyed. Enter either a sound alias from arch/res/sound.conf.res or a path. If you enter <path> in this field it will point to sound/<path>.ext',
448 name => 'destroy sound',
449 type => 'string'
450 }
451 ],
452 [
453 'unique',
454 {
455 desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
456 name => 'unique',
457 type => 'bool'
458 }
459 ],
460 [
461 'connected',
462 {
463 desc => 'For "normal" objects the connected value is mainly used for scripting purposes. You can write a string in this field that can be used from a Perl script (find_link function) to find this object, or all objects that got this connected value.',
464 name => 'connection',
465 type => 'string'
466 }
467 ]
468 ]
469 );
470
471 our %TYPE = (
472 Ability => {
473 attr => [
474 [
475 'invisible',
476 {
477 type => 'fixed',
478 value => 1
479 }
480 ],
481 [
482 'no_drop',
483 {
484 type => 'fixed',
485 value => 1
486 }
487 ],
488 [
489 'sp',
490 {
491 desc => 'The monster will use the specified <short range spell> when the player is within 6-square radius (of the monster\'s head).',
492 name => 'short range spell',
493 type => 'spell'
494 }
495 ],
496 [
497 'hp',
498 {
499 desc => 'The monster will use the specified <long range spell> when the player is at least 6 squares away (from the monster\'s head). Setting a <long range spell> is optional. If unset, the <short range spell> gets used all the time.',
500 name => 'long range spell',
501 type => 'nz_spell'
502 }
503 ],
504 [
505 'maxsp',
506 {
507 desc => 'Sometimes you\'ll want a monster to use one ability more than others. To achieve this, set the <importance> to a value greater than one. Abilities with this value zero/unset are counted to be of <importance> one. Example: A monster with "small fireball" of <importance> 3 and "paralyze" of <importance> 1 will averagely cast three out of four times the "small fireball".',
508 name => 'importance',
509 type => 'int'
510 }
511 ],
512 [
513 'attacktype',
514 {
515 desc => 'This flag specifies whether the ability <is magical> in nature. If enabled, all spells produced by this ability will have magic attacktype added to the usual attacktypes. This should always be set for spell-like abilities. "Natural" abilities like a dragon\'s firebreath are an exception. Note that non-magical abilities are more dangerous because magic resistance does not protect from those.',
516 name => 'is magical',
517 type => 'bool',
518 value => [
519 0,
520 2
521 ]
522 }
523 ]
524 ],
525 desc => 'Abilities are to be put in a monster\'s inventory. They grant monsters the knowledge to cast spells. Spells from abilities are usually magical in nature, thus adding magic attacktype to the spell-damage they produce. <br><br> A particularly nice feature of abilities is that they can hold two spells: One for short range - and one for long range use. \\n\\n You should know that spellcasting monsters receive abilities via &lt;treasurelist&gt;.',
526 ignore => [
527 $IGNORE_LIST{system_object}
528 ],
529 name => 'Ability',
530 use => 'If you want to create "customized" spellcasting monsters, you should use abilities (rather than spellbooks/wands or something). The long/short-range spell feature can make boss-monsters more interesting and challenging. <br><br> You should keep in mind that magic abilities allow players to get better resistance. You can turn off the magic part to make the spells more dangerous. However, this really shouldn\'t be neccessary unless you work on very high level maps. And what fun is a magic resistance cloak when it has no effect?'
531 },
532 Altar => {
533 attr => [
534 [
535 'no_pick',
536 {
537 type => 'fixed',
538 value => 1
539 }
540 ],
541 [
542 'move_on',
543 {
544 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
545 name => 'movement on',
546 type => 'movement_type'
547 }
548 ],
549 [
550 'slaying',
551 {
552 desc => 'This string specifies the item that must be put on the altar to activate it. It can either be the name of an archetype, or directly the name of an object. Yet, titles are not recognized by altars. If you want the player to have to drop a specific amount of money use "money". See also the "drop amount" attribute. If the string starts with \'match \', then it is interpreted as a match expression (e.g. \'match type=POTION\', or \'match type=SPELL in applied type=CONTAINER in inv in originator\'). For details, see http://pod.tst.eu/http://cvs.schmorp.de/deliantra/server/lib/cf/match.pm',
553 name => 'match item name',
554 type => 'string'
555 }
556 ],
557 [
558 'food',
559 {
560 desc => 'The drop amount specifies the amount of items (specified in <match item name>) that must be dropped to activate the altar. If <match item name> is set to "money", then the value of the sacrificed money must be equal to <drop amount> (ie, if food=200, then 200 silver, 20 gold, or 4 platinum will all work.) Note that the maximum possible for <drop amount> is 32767.',
561 name => 'drop amount',
562 type => 'int'
563 }
564 ],
565 [
566 'connected',
567 {
568 desc => 'If a connection value is set, the altar will trigger all objects with the same value, when activated. This will only work once.',
569 name => 'connection',
570 type => 'string'
571 }
572 ],
573 [
574 'sp',
575 {
576 desc => 'When activated, the selected <spell> will be casted (once, on the player). This should work for any given spell. The altar will work infinitely in this way. Don\'t set both <spell> and <connection> for one altar.',
577 name => 'spell',
578 type => 'spell'
579 }
580 ],
581 [
582 'msg',
583 {
584 desc => 'This text will be displayed to the player in the exact moment when the altar is activated.',
585 end => 'endmsg',
586 name => 'message',
587 type => 'text'
588 }
589 ]
590 ],
591 desc => 'When a player puts a defined number of certain items on the altar, then either a spell is casted (on the player) or a connector is triggered. If the latter is the case, the altar works only once. Either way, the sacrificed item disappears.',
592 ignore => [
593 $IGNORE_LIST{non_pickable},
594 'connected'
595 ],
596 name => 'Altar'
597 },
598 'Altar Trigger' => {
599 attr => [
600 [
601 'no_pick',
602 {
603 type => 'fixed',
604 value => 1
605 }
606 ],
607 [
608 'slaying',
609 {
610 desc => 'This string specifies the item that must be put on the altar to activate it. It can either be the name of an archetype, or directly the name of an object. Yet, titles are not recognized by altars. If you want the player to have to drop a specific amount of money use "money". See also the "drop amount" attribute. If the string starts with \'match \', then it is interpreted as a match expression (e.g. \'match type=POTION\', or \'match type=SPELL in applied type=CONTAINER in inv in originator\'). For details, see http://pod.tst.eu/http://cvs.schmorp.de/deliantra/server/lib/cf/match.pm',
611 name => 'match item name',
612 type => 'string'
613 }
614 ],
615 [
616 'food',
617 {
618 desc => 'The drop amount specifies the amount of items (specified in <match item name>) that must be dropped to activate the altar. If <match item name> is set to "money", then the value of the sacrificed money must be equal to <drop amount> (ie, if food=200, then 200 silver, 20 gold, or 4 platinum will all work.) Note that the maximum possible for <drop amount> is 32767.',
619 name => 'drop amount',
620 type => 'int'
621 }
622 ],
623 [
624 'connected',
625 {
626 desc => 'If a connection value is set, the altar will trigger all objects with the same value, when activated. This will only work once.',
627 name => 'connection',
628 type => 'string'
629 }
630 ],
631 [
632 'sp',
633 {
634 desc => 'When activated, this <spell> will be casted (once, on the player). This should work for any given spell. The altar will work infinitely in this way. Don\'t set both <spell> and <connection> for one altar.',
635 name => 'spell',
636 type => 'spell'
637 }
638 ],
639 [
640 'exp',
641 {
642 desc => 'Being activated, the altar will reset after <reset time> ticks. After reset, the altar is ready to be activated once again. The default <reset time> is 30.',
643 name => 'reset time',
644 type => 'int'
645 }
646 ],
647 [
648 'last_sp',
649 {
650 desc => 'If this attribute is enabled, the altar_trigger won\'t push the connected value by altar reset. Only ONCE by dropping the sacrifice. This is typically used when the altar is connected to a creator, e.g. for selling tickets. If this attribute is disabled (default), the altar_trigger will push the connected value TWICE per sacrifice: First by dropping sacrifice, second by reset. This mode is typically used for altars being connected to gates, resulting in the gate being opened and closed again.',
651 name => 'ignore reset',
652 type => 'bool'
653 }
654 ],
655 [
656 'move_on',
657 {
658 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
659 name => 'movement on',
660 type => 'movement_type'
661 }
662 ],
663 [
664 'msg',
665 {
666 desc => 'This text will be displayed to the player in the exact moment when the altar is activated.',
667 end => 'endmsg',
668 name => 'message',
669 type => 'text'
670 }
671 ]
672 ],
673 desc => 'Altar_triggers work pretty much like normal altars (drop sacrifice -> connection activated), except for the fact that they reset after usage. Hence, altar_triggers can be used infinitely.',
674 ignore => [
675 $IGNORE_LIST{non_pickable},
676 'connected'
677 ],
678 name => 'Altar Trigger',
679 use => 'Altar_triggers are very useful if you want to charge a price for... <UL> <LI> ...an item. -> Connect the altar_trigger (set "last_sp 1") to a creator. <LI> ...opening a gate. -> Connect the altar_trigger (set "last_sp 0") to the gate. <LI> ...information. -> Connect the altar_trigger (set "last_sp 1") to a magic_mouth. </UL> The big advantage over normal altars is the infinite usability of altar_triggers! If there are ten players on one server, they\'re quite grateful if things work more than once. =)'
680 },
681 Amulet => {
682 attr => [
683 [
684 'ac',
685 {
686 desc => 'This value defines the amount of armour-class bonus for wearing this item. <Armour class> lessens the chance of being hit. Lower values are better. It should usually be set only for armour-like equipment.',
687 name => 'armour class',
688 type => 'int'
689 }
690 ],
691 [
692 'wc',
693 {
694 desc => 'The <weapon class> value adds to the overall weapon class of the wielder\'s melee attacks. Weapon class improves the chance of hitting the opponent. Weapon class is the "counterpiece" of <armour class>. It should usually be set only for weapon-like items. Lower values are better.',
695 name => 'weapon class',
696 type => 'int'
697 }
698 ],
699 [
700 'item_power',
701 {
702 desc => 'The <item power> value measures how "powerful" an artifact is. Players will only be able to wear equipment with a certain total amount of <item power>, depending on their own level. This is the only way to prevent low level players to wear "undeserved" equipment (like gifts from other players or cheated items). It is very important to adjust the <item power> value carefully for every artifact you create! If zero/unset, the Deliantra server will calculate a provisional value at runtime, but this is never going to be an accurate measurement of <item power>.',
703 name => 'item power',
704 type => 'int'
705 }
706 ],
707 [
708 'damned',
709 {
710 desc => 'A damned piece of equipment cannot be unwielded unless the curse is removed. Removing damnations is a tick harder than removing curses.',
711 name => 'damnation',
712 type => 'bool'
713 }
714 ],
715 [
716 'cursed',
717 {
718 desc => 'A cursed piece of equipment cannot be unwielded unless the curse is removed.',
719 name => 'curse',
720 type => 'bool'
721 }
722 ],
723 [
724 'lifesave',
725 {
726 desc => 'An item with this flag enabled will save the players life for one time: When the player is wearing this item and his health points reach zero, the item disappears, replenishing half of the player\'s health. An item with <save life> should not have any decent additional bonuses!',
727 name => 'save life',
728 type => 'bool'
729 }
730 ],
731 [
732 'unique',
733 {
734 desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
735 name => 'unique item',
736 type => 'bool'
737 }
738 ],
739 [
740 'startequip',
741 {
742 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
743 name => 'godgiven item',
744 type => 'bool'
745 }
746 ],
747 [
748 'applied',
749 {
750 desc => 'If you put this item into the inventory of a monster, and you want the monster to use/wear the item - you must set <is applied>. Enabling this flag doesn\'t make any sense if the item is NOT in a monster\'s inventory.',
751 name => 'is applied',
752 type => 'bool'
753 }
754 ],
755 [
756 'msg',
757 {
758 desc => 'This text describes the item\'s "story". Every decent artifact should have such a description.',
759 end => 'endmsg',
760 name => 'description',
761 type => 'text'
762 }
763 ]
764 ],
765 desc => 'Wearing an amulet, the object\'s stats will directly be inherited to the player. Amulets are usually meant for protection and defense.',
766 name => 'Amulet',
767 section => [
768 [
769 'stats',
770 [
771 [
772 'Str',
773 {
774 desc => 'The player\'s strentgh will rise/fall by the given value for permanent (of course there is an upper limit). Generally there shouldn\'t be stat potions granting more than one stat. Cursed potions will subtract the stats if positive.',
775 name => 'strength',
776 type => 'int'
777 }
778 ],
779 [
780 'Dex',
781 {
782 desc => 'The player\'s strentgh will rise/fall by the given value for permanent (of course there is an upper limit). Generally there shouldn\'t be stat potions granting more than one stat. Cursed potions will subtract the stats if positive.',
783 name => 'dexterity',
784 type => 'int'
785 }
786 ],
787 [
788 'Con',
789 {
790 desc => 'The player\'s strentgh will rise/fall by the given value for permanent (of course there is an upper limit). Generally there shouldn\'t be stat potions granting more than one stat. Cursed potions will subtract the stats if positive.',
791 name => 'constitution',
792 type => 'int'
793 }
794 ],
795 [
796 'Int',
797 {
798 desc => 'The player\'s strentgh will rise/fall by the given value for permanent (of course there is an upper limit). Generally there shouldn\'t be stat potions granting more than one stat. Cursed potions will subtract the stats if positive.',
799 name => 'intelligence',
800 type => 'int'
801 }
802 ],
803 [
804 'Pow',
805 {
806 desc => 'The player\'s strentgh will rise/fall by the given value for permanent (of course there is an upper limit). Generally there shouldn\'t be stat potions granting more than one stat. Cursed potions will subtract the stats if positive.',
807 name => 'power',
808 type => 'int'
809 }
810 ],
811 [
812 'Wis',
813 {
814 desc => 'The player\'s strentgh will rise/fall by the given value for permanent (of course there is an upper limit). Generally there shouldn\'t be stat potions granting more than one stat. Cursed potions will subtract the stats if positive.',
815 name => 'wisdom',
816 type => 'int'
817 }
818 ],
819 [
820 'Cha',
821 {
822 desc => 'The player\'s strentgh will rise/fall by the given value for permanent (of course there is an upper limit). Generally there shouldn\'t be stat potions granting more than one stat. Cursed potions will subtract the stats if positive.',
823 name => 'charisma',
824 type => 'int'
825 }
826 ]
827 ]
828 ],
829 [
830 'resistance',
831 [
832 [
833 'resist_physical',
834 {
835 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
836 name => 'resist physical %',
837 type => 'int'
838 }
839 ],
840 [
841 'resist_magic',
842 {
843 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
844 name => 'resist magic %',
845 type => 'int'
846 }
847 ],
848 [
849 'resist_fire',
850 {
851 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
852 name => 'resist fire %',
853 type => 'int'
854 }
855 ],
856 [
857 'resist_electricity',
858 {
859 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
860 name => 'resist electricity %',
861 type => 'int'
862 }
863 ],
864 [
865 'resist_cold',
866 {
867 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
868 name => 'resist cold %',
869 type => 'int'
870 }
871 ],
872 [
873 'resist_acid',
874 {
875 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
876 name => 'resist acid %',
877 type => 'int'
878 }
879 ],
880 [
881 'resist_confusion',
882 {
883 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
884 name => 'resist confusion %',
885 type => 'int'
886 }
887 ],
888 [
889 'resist_weaponmagic',
890 {
891 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
892 name => 'resist weaponmagic %',
893 type => 'int'
894 }
895 ],
896 [
897 'resist_ghosthit',
898 {
899 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
900 name => 'resist ghosthit %',
901 type => 'int'
902 }
903 ],
904 [
905 'resist_slow',
906 {
907 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
908 name => 'resist slow %',
909 type => 'int'
910 }
911 ],
912 [
913 'resist_fear',
914 {
915 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
916 name => 'resist fear %',
917 type => 'int'
918 }
919 ],
920 [
921 'resist_death',
922 {
923 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
924 name => 'resist death-attack %',
925 type => 'int'
926 }
927 ],
928 [
929 'resist_chaos',
930 {
931 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
932 name => 'resist chaos %',
933 type => 'int'
934 }
935 ],
936 [
937 'resist_blind',
938 {
939 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
940 name => 'resist blinding %',
941 type => 'int'
942 }
943 ],
944 [
945 'resist_holyword',
946 {
947 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
948 name => 'resist holy power %',
949 type => 'int'
950 }
951 ],
952 [
953 'resist_godpower',
954 {
955 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
956 name => 'resist godpower %',
957 type => 'int'
958 }
959 ],
960 [
961 'resist_paralyze',
962 {
963 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
964 name => 'resist paralyze %',
965 type => 'int'
966 }
967 ],
968 [
969 'resist_drain',
970 {
971 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
972 name => 'resist draining %',
973 type => 'int'
974 }
975 ],
976 [
977 'resist_deplete',
978 {
979 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
980 name => 'resist depletion %',
981 type => 'int'
982 }
983 ],
984 [
985 'resist_poison',
986 {
987 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
988 name => 'resist poison %',
989 type => 'int'
990 }
991 ]
992 ]
993 ],
994 [
995 'misc',
996 [
997 [
998 'luck',
999 {
1000 desc => 'With positive luck bonus, the player is more likely to succeed in all sorts of things (spellcasting, praying,...). Unless the <luck bonus> is very high, the effect will be barely visible in-game. Luck bonus on one piece of equipment should never exceed 3, and such bonus should not be too frequently available.',
1001 name => 'luck bonus',
1002 type => 'int'
1003 }
1004 ],
1005 [
1006 'hp',
1007 {
1008 desc => 'Positive <health regen.> bonus speeds up the player\'s healing process. Negative values slow it down.',
1009 name => 'health regen.',
1010 type => 'int'
1011 }
1012 ],
1013 [
1014 'sp',
1015 {
1016 desc => 'Positive <mana regen.> bonus speeds up the player\'s mana regeneration. Negative values slow it down.',
1017 name => 'mana regen.',
1018 type => 'int'
1019 }
1020 ],
1021 [
1022 'grace',
1023 {
1024 desc => 'Positive <grace regen.> bonus speeds up the player\'s grace regeneration. Negative values slow it down. Since grace can be regenerated rather easy with praying, additional <grace regen.> bonus should be VERY RARE!!',
1025 name => 'grace regen.',
1026 type => 'int'
1027 }
1028 ],
1029 [
1030 'food',
1031 {
1032 desc => 'Positive <food bonus> slows down the player\'s digestion, thus he consumes less food. Negative values speed it up. Note that food is consumed not only for "being alive", but also for healing and mana-regeneration. <food bonus> only affects the amount of food consumed for "being alive". Hence, even with high <food bonus>, during a fight a player can run out of food quickly.',
1033 name => 'food bonus',
1034 type => 'int'
1035 }
1036 ],
1037 [
1038 'xrays',
1039 {
1040 desc => 'Xray vision allows the player to see through obstacles in a two-square-wide radius. This is extremely helpful and desirable, so don\'t give it away for cheap on equipment.',
1041 name => 'xray vision',
1042 type => 'bool'
1043 }
1044 ],
1045 [
1046 'stealth',
1047 {
1048 desc => 'Stealth allows the player to move silently. This comes to effect if a player turns himself invisible and tries to sneak around monsters. (At least that was the idea behind it)',
1049 name => 'stealth',
1050 type => 'bool'
1051 }
1052 ],
1053 [
1054 'reflect_spell',
1055 {
1056 desc => 'If a player is wearing any piece of equipment with the ability to <reflect spells>, all kinds of spell-bullets and -beams will bounce off him. This works only about 90% of all times, to avoid players being completely immune to certain types of attacks. This is a very powerful ability and it shouldn\'t be handed out cheap!',
1057 name => 'reflect spells',
1058 type => 'bool'
1059 }
1060 ],
1061 [
1062 'reflect_missile',
1063 {
1064 desc => 'If a player is wearing any piece of equipment with the ability to <reflect missiles>, all kinds of projectiles (e.g. arrows, bolts, boulders) will bounce off him. This works only about 90% of all times, to avoid players being completely immune to certain types of attacks.',
1065 name => 'reflect missiles',
1066 type => 'bool'
1067 }
1068 ],
1069 [
1070 'move_type',
1071 {
1072 desc => 'Determines which kinds of movement this object can use (e.g. for monsters) or grants (e.g. for amulets).',
1073 name => 'movement type',
1074 type => 'movement_type'
1075 }
1076 ],
1077 [
1078 'path_attuned',
1079 {
1080 desc => 'Click on the <attuned paths> button to select spellpaths. The player will get attuned to the specified spellpaths while wearing this item.',
1081 name => 'attuned paths',
1082 type => 'bitmask',
1083 value => $BITMASK{spellpath}
1084 }
1085 ],
1086 [
1087 'path_repelled',
1088 {
1089 desc => 'Click on the <repelled paths> button to select spellpaths. The player will get repelled to the specified spellpaths while wearing this item.',
1090 name => 'repelled paths',
1091 type => 'bitmask',
1092 value => $BITMASK{spellpath}
1093 }
1094 ],
1095 [
1096 'path_denied',
1097 {
1098 desc => 'Click on the <denied paths> button to select spellpaths. The specified spellpaths will be denied to the player while wearing this item.',
1099 name => 'denied paths',
1100 type => 'bitmask',
1101 value => $BITMASK{spellpath}
1102 }
1103 ]
1104 ]
1105 ]
1106 ],
1107 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
1108 },
1109 Battleground => {
1110 attr => [
1111 [
1112 'no_pick',
1113 {
1114 type => 'fixed',
1115 value => 1
1116 }
1117 ],
1118 [
1119 'is_floor',
1120 {
1121 type => 'fixed',
1122 value => 1
1123 }
1124 ],
1125 [
1126 'hp',
1127 {
1128 desc => 'The exit destinations define the (x, y)-coordinates where players get teleported after they died on this battleground.',
1129 name => 'destination X',
1130 type => 'int'
1131 }
1132 ],
1133 [
1134 'sp',
1135 {
1136 desc => 'The exit destinations define the (x, y)-coordinates where players get teleported after they died on this battleground.',
1137 name => 'destination Y',
1138 type => 'int'
1139 }
1140 ]
1141 ],
1142 desc => 'Battleground is very special: In short, players can die on battleground without any death penalties. They don\'t loose or gain experience while on battleground. Acid, draining and depletion effects don\'t work either. When a player dies on battleground, he gets teleported to an exit location which is defined in the battleground object.',
1143 ignore => [
1144 $IGNORE_LIST{non_pickable}
1145 ],
1146 name => 'Battleground',
1147 use => 'Battleground is only meant for player vs. player duels. You can design combat arenas similiar to the one in scorn.<br> What should NEVER be done is placing battleground tiles in open dungeons or other free kinds of land. It must not be possible to gain significant treasure for fighting on battleground, because it bears no risk.<br><br> (Battleground will cease to work when the image or name is changed, or when it is placed beneath another floor tile. This is not a bug, it is there to prevent any attempts of placing "hidden" battleground tiles anywhere.)'
1148 },
1149 Book => {
1150 attr => [
1151 [
1152 'level',
1153 {
1154 desc => 'If this value is set to be greater than zero, the player needs a certain literacy level to succeed reading the book. The book can be read if: mental_level greater <literacy level> - 5. Adding level to a book can be a nice idea, personally I like it when a player needs more than his fighting skills to solve a quest. However, keep the booklevel at least below 15 because it is quite hard to gain high mental levels.',
1155 name => 'literacy level',
1156 type => 'int'
1157 }
1158 ],
1159 [
1160 'startequip',
1161 {
1162 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
1163 name => 'godgiven item',
1164 type => 'bool'
1165 }
1166 ],
1167 [
1168 'unique',
1169 {
1170 desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
1171 name => 'unique item',
1172 type => 'bool'
1173 }
1174 ],
1175 [
1176 'msg',
1177 {
1178 desc => 'This is the text that appears "written" in the book.',
1179 end => 'endmsg',
1180 name => 'book content',
1181 type => 'text'
1182 }
1183 ],
1184 [
1185 'slaying',
1186 {
1187 desc => 'This is the key string of the book. The key string is checked by an inventory checker. (This is used eg. for the gate/port passes in scorn)',
1188 name => 'key string',
1189 type => 'string'
1190 }
1191 ],
1192 [
1193 'no_skill_ident',
1194 {
1195 desc => 'If this flag is true the player won\'t be able to identify this item with by using a skill.',
1196 name => 'no skill ident',
1197 type => 'bool'
1198 }
1199 ]
1200 ],
1201 desc => 'Applying a book, the containing message is displayed to the player.',
1202 name => 'Book'
1203 },
1204 Boots => {
1205 attr => [
1206 [
1207 'exp',
1208 {
1209 desc => 'Boots with <speed bonus> will increase the player\'s walking speed while worn. This kind of bonus is quite desirable for players of low- and medium level. High level players usually have fastest possible walking speed and thus don\'t need <speed bonus> anymore. Still, this bonus is good for nice artifacts - not everything has to be for highest level.',
1210 name => 'speed bonus',
1211 type => 'int'
1212 }
1213 ],
1214 [
1215 'magic',
1216 {
1217 desc => '<magic bonus> works just like ac, except that it can be improved by "scrolls of Enchant Armour" or reduced by acid. It is less useful than direct armour-class bonus on the boots. Important: <magic bonus> on boots has no effect if there is no <armour class> set. It only works in combination with <armour class>.',
1218 name => 'magic bonus',
1219 type => 'int'
1220 }
1221 ]
1222 ],
1223 desc => 'Wearing boots, the object\'s stats will directly be inherited to the player. Usually enhancing his speed, or granting some minor protection bonus.',
1224 import => [
1225 'Amulet'
1226 ],
1227 name => 'Boots',
1228 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
1229 },
1230 Bracers => {
1231 attr => [
1232 [
1233 'magic',
1234 {
1235 desc => '<magic bonus> works just like ac, except that it can be improved by "scrolls of Enchant Armour" or reduced by acid. It is less useful than direct armour-class bonus on the bracers.',
1236 name => 'magic bonus',
1237 type => 'int'
1238 }
1239 ]
1240 ],
1241 desc => 'Bracers are armour-plates worn around the wrists. Wearing bracer, the object\'s stats will directly be inherited to the player. Usually enhancing his defense.',
1242 import => [
1243 'Amulet'
1244 ],
1245 name => 'Bracers',
1246 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
1247 },
1248 'Brestplate Armour' => {
1249 attr => [
1250 [
1251 'last_heal',
1252 {
1253 desc => 'This poses a penalty to spell regeneration speed, for wearing the armour. The bigger the spellpoint penalty, the worse.',
1254 name => 'spellpoint penalty',
1255 type => 'int'
1256 }
1257 ],
1258 [
1259 'last_sp',
1260 {
1261 desc => 'Slowdown penalty reduces the player\'s walking speed when wearing the armour. Bigger values are worse - zero is best.',
1262 name => 'slowdown penalty',
1263 type => 'int'
1264 }
1265 ],
1266 [
1267 'magic',
1268 {
1269 desc => '<magic bonus> works just like ac, except that it can be improved by "scrolls of Enchant Armour" or reduced by acid. It is less useful than direct armour-class bonus on the armour.',
1270 name => 'magic bonus',
1271 type => 'int'
1272 }
1273 ]
1274 ],
1275 desc => 'Wearing an armour, the object\'s stats will directly be inherited to the player. Usually enhancing his defense.',
1276 import => [
1277 'Amulet'
1278 ],
1279 name => 'Brestplate Armour',
1280 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
1281 },
1282 Button => {
1283 attr => [
1284 [
1285 'move_on',
1286 {
1287 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
1288 name => 'movement on',
1289 type => 'movement_type'
1290 }
1291 ],
1292 [
1293 'move_off',
1294 {
1295 desc => 'Which movement types deactivate this object (e.g. button).',
1296 name => 'movement off',
1297 type => 'movement_type'
1298 }
1299 ],
1300 [
1301 'no_pick',
1302 {
1303 type => 'fixed',
1304 value => 1
1305 }
1306 ],
1307 [
1308 'weight',
1309 {
1310 desc => 'The button is pressed (triggered), as soon as <press weigh> gram are placed ontop of it.',
1311 name => 'press weight',
1312 type => 'int'
1313 }
1314 ],
1315 [
1316 'connected',
1317 {
1318 desc => 'Every time the button is pressed or released, all objects with the same <connection> value are activated.',
1319 name => 'connection',
1320 type => 'string'
1321 }
1322 ],
1323 [
1324 'msg',
1325 {
1326 desc => 'This text may describe the item. You can use this message to explain the button\'s purpose to the player.',
1327 end => 'endmsg',
1328 name => 'description',
1329 type => 'text'
1330 }
1331 ]
1332 ],
1333 desc => 'When a predefined amount of weigh is placed on a button, the &lt;connection&gt; value is triggered. In most cases this happens when a player or monster steps on it. When the button is "released", the &lt;connection&gt; value get\'s triggered a second time.',
1334 ignore => [
1335 $IGNORE_LIST{non_pickable},
1336 'connected'
1337 ],
1338 name => 'Button'
1339 },
1340 'Button Trigger' => {
1341 desc => 'Handle buttons are buttons which reset after a short period of time. Every time it is either applied or reset, the &lt;connection&gt; value is triggered.',
1342 ignore => [
1343 $IGNORE_LIST{non_pickable}
1344 ],
1345 import => [
1346 'Button'
1347 ],
1348 name => 'Button Trigger'
1349 },
1350 'Class Changer' => {
1351 attr => [
1352 [
1353 'randomitems',
1354 {
1355 desc => 'This entry determines which initial items the character receives.',
1356 name => 'class items',
1357 type => 'treasurelist'
1358 }
1359 ]
1360 ],
1361 desc => 'Class changer are used while creating a character.',
1362 ignore => [
1363 $IGNORE_LIST{non_pickable}
1364 ],
1365 name => 'Class Changer',
1366 section => [
1367 [
1368 'stats',
1369 [
1370 [
1371 'Str',
1372 {
1373 desc => 'The player\'s strength will rise by the given value if he chooses this class. (Negative values make strength fall)',
1374 name => 'strength',
1375 type => 'int'
1376 }
1377 ],
1378 [
1379 'Dex',
1380 {
1381 desc => 'The player\'s dexterity will rise by the given value if he chooses this class. (Negative values make dexterity fall)',
1382 name => 'dexterity',
1383 type => 'int'
1384 }
1385 ],
1386 [
1387 'Con',
1388 {
1389 desc => 'The player\'s constitution will rise by the given value if he chooses this class. (Negative values make constitution fall)',
1390 name => 'constitution',
1391 type => 'int'
1392 }
1393 ],
1394 [
1395 'Int',
1396 {
1397 desc => 'The player\'s intelligence will rise by the given value if he chooses this class. (Negative values make intelligence fall)',
1398 name => 'intelligence',
1399 type => 'int'
1400 }
1401 ],
1402 [
1403 'Pow',
1404 {
1405 desc => 'The player\'s power will rise by the given value if he chooses this class. (Negative values make power fall)',
1406 name => 'power',
1407 type => 'int'
1408 }
1409 ],
1410 [
1411 'Wis',
1412 {
1413 desc => 'The player\'s wisdom will rise by the given value if he chooses this class. (Negative values make wisdom fall)',
1414 name => 'wisdom',
1415 type => 'int'
1416 }
1417 ],
1418 [
1419 'Cha',
1420 {
1421 desc => 'The player\'s charisma will rise by the given value if he chooses this class. (Negative values make charisma fall)',
1422 name => 'charisma',
1423 type => 'int'
1424 }
1425 ]
1426 ]
1427 ]
1428 ]
1429 },
1430 Cloak => {
1431 attr => [
1432 [
1433 'magic',
1434 {
1435 desc => '<magic bonus> works just like ac, except that it can be improved by "scrolls of Enchant Armour" or reduced by acid. It is less useful than direct armour-class bonus on the cloak. Important: <magic bonus> on cloaks has no effect if there is no <armour class> set. It only works in combination with <armour class>.',
1436 name => 'magic bonus',
1437 type => 'int'
1438 }
1439 ]
1440 ],
1441 desc => 'Wearing a cloak, the object\'s stats will directly be inherited to the player. Cloaks usually add minor &lt;armour class&gt; and sometimes a bit of resistance.',
1442 import => [
1443 'Amulet'
1444 ],
1445 name => 'Cloak',
1446 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
1447 },
1448 Clock => {
1449 attr => [
1450 [
1451 'msg',
1452 {
1453 desc => 'This text may describe the item',
1454 end => 'endmsg',
1455 name => 'description',
1456 type => 'text'
1457 }
1458 ]
1459 ],
1460 desc => 'Applying a clock, the time is displayed to the player.',
1461 name => 'Clock'
1462 },
1463 Container => {
1464 attr => [
1465 [
1466 'race',
1467 {
1468 desc => 'If set, the container will hold only certain types of objects. Possible choices for <container class> are: "gold and jewels", "arrows" and "keys". Unfortunately it is not easy to create new container classes, because items need a matching counterpiece-attribute to the <container class> before they can be put inside a container. This attribute ("race") is set only for the existing container classes.',
1469 name => 'container class',
1470 type => 'string'
1471 }
1472 ],
1473 [
1474 'slaying',
1475 {
1476 desc => 'If <key string> is set, only players with a special key of matching <key string> are able to open the container. When the key string starts with "match ", then it is expected to be a match expression, which will be applied to the player, so you can use e.g. (match type=POTION in inv). Note that the matched object will be removed.',
1477 name => 'key string',
1478 type => 'string'
1479 }
1480 ],
1481 [
1482 'container',
1483 {
1484 desc => 'The container can hold a maximum total weight of the given value in gram. Note that this weight limit is calculated *after* the weight reduction (<reduce weight>) has been applied.',
1485 name => 'maximum weight',
1486 type => 'int'
1487 }
1488 ],
1489 [
1490 'Str',
1491 {
1492 desc => 'This value determines how much the weight of items is reduced in percent, when put inside the container. <reduce weight %> 0 means no reduction, <reduce weight %> 100 means items are weightless inside. Most default values are in the range of ten.',
1493 name => 'reduce weight %',
1494 type => 'int'
1495 }
1496 ],
1497 [
1498 'is_cauldron',
1499 {
1500 desc => 'If set, the container can be used as alchemy-cauldron. The player can put ingredients inside, close it, cast alchemy and if his formulae is true, he\'ll get what he longed for.',
1501 name => 'alchemy cauldron',
1502 type => 'bool'
1503 }
1504 ],
1505 [
1506 'unique',
1507 {
1508 desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good. All contents of a unique container are unique as well.',
1509 name => 'unique item',
1510 type => 'bool'
1511 }
1512 ],
1513 [
1514 'startequip',
1515 {
1516 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
1517 name => 'godgiven item',
1518 type => 'bool'
1519 }
1520 ],
1521 [
1522 'other_arch',
1523 {
1524 desc => 'This is used for a certain kind of... "animation" when opening the container. Stick to the default arches here and you won\'t get into trouble.',
1525 name => 'animation arch',
1526 type => 'string'
1527 }
1528 ],
1529 [
1530 'msg',
1531 {
1532 desc => 'This text may contain a description of the container.',
1533 end => 'endmsg',
1534 name => 'description',
1535 type => 'text'
1536 }
1537 ]
1538 ],
1539 desc => 'A player can put (certain kinds of) items in the container. The overall weight of items is reduced when put inside a container, depending on the settings. <br><br> A special feature of containers is the "cauldron", capable of mixing alchemical receipes.',
1540 name => 'Container',
1541 use => 'Note on chests - There are two types of chests: <UL> <LI> First the random treasure chests - Those are NOT containers (but object type Treasure), they create random treasures when applied. Archetype name is "chest". <LI> Second there are the permanent chests - Those are containers, they can be opened and closed again. Archetype name is "chest_2". </UL>'
1542 },
1543 Converter => {
1544 attr => [
1545 [
1546 'no_pick',
1547 {
1548 type => 'fixed',
1549 value => 1
1550 }
1551 ],
1552 [
1553 'slaying',
1554 {
1555 desc => '<cost arch> is the name of the archetype the player has to put on the converter, as payment.',
1556 name => 'cost arch',
1557 type => 'string'
1558 }
1559 ],
1560 [
1561 'food',
1562 {
1563 desc => 'The player has to put <cost number> items of <cost arch> on the converter, in order to get <receive number> items of <receive arch>.',
1564 name => 'cost number',
1565 type => 'int'
1566 }
1567 ],
1568 [
1569 'other_arch',
1570 {
1571 desc => '<receive arch> is the name of the archetype to convert into. This field is ignored if the converter has items in inventory. In this case one of the inventory items is duplicated. The duplicated item is randomly chosen from all items present.',
1572 name => 'receive arch',
1573 type => 'string'
1574 }
1575 ],
1576 [
1577 'sp',
1578 {
1579 desc => 'The player has to put <cost number> items of <cost arch> on the converter, in order to get <receive number> items of <receive arch>.',
1580 name => 'receive number',
1581 type => 'int'
1582 }
1583 ],
1584 [
1585 'msg',
1586 {
1587 desc => 'This text may contain a description of the converter.',
1588 end => 'endmsg',
1589 name => 'description',
1590 type => 'text'
1591 }
1592 ],
1593 [
1594 'precious',
1595 {
1596 desc => 'If the converter has this flag set the generated items will be flagged as unpaid. Useful if you want to make a converter in a shop. (For instance for \'dragon scale\' to \'dragon shield\' converters in some armour shops.)',
1597 name => 'output unpaid',
1598 type => 'bool'
1599 }
1600 ]
1601 ],
1602 desc => 'Converters are like "exchange tables". When the player drops a specific type of items, they get converted into other items, at a predefined exchange-ratio.',
1603 ignore => [
1604 'value',
1605 'nrof',
1606 'name_pl',
1607 'no_pick',
1608 'unpaid',
1609 'title'
1610 ],
1611 name => 'Converter',
1612 use => 'Converters are better than shopping with doormats, because the converters never get sold out. For some items like food or jewels those "exchange tables" are really nice, while for the more important stuff like potions converters should not exist. <br><br> VERY IMPORTANT: Be careful with the exchange-ratio! When you drop items on a converter, the stuff you get must be of equal or lesser value than before! (Except if you are using "rare" items like dragonscales for payment). The code will not check if your ratio is sane, so the player could gain infinite wealth by using your converter.'
1613 },
1614 Creator => {
1615 attr => [
1616 [
1617 'no_pick',
1618 {
1619 type => 'fixed',
1620 value => 1
1621 }
1622 ],
1623 [
1624 'other_arch',
1625 {
1626 desc => 'This string defines the object that will be created. You can choose any of the existing arches. This field is ignored if the creator has items in inventory. In this case one of the inventory items is duplicated. The duplicated item is randomly chosen from all items present.',
1627 name => 'create arch',
1628 type => 'string'
1629 }
1630 ],
1631 [
1632 'connected',
1633 {
1634 desc => 'Whenever the connection value is activated, the creator gets triggered.',
1635 name => 'connection',
1636 type => 'string'
1637 }
1638 ],
1639 [
1640 'activate_on_push',
1641 {
1642 desc => 'Whether the teleporter should only be activated on push.',
1643 name => 'activate on push',
1644 type => 'bool'
1645 }
1646 ],
1647 [
1648 'activate_on_release',
1649 {
1650 desc => 'Whether the teleporter should only be activated on release.',
1651 name => 'activate on release',
1652 type => 'bool'
1653 }
1654 ],
1655 [
1656 'lifesave',
1657 {
1658 desc => 'If <unlimited uses> is set, the creator will work infinitely, regardless of the value in <number of uses>.',
1659 name => 'unlimited uses',
1660 type => 'bool'
1661 }
1662 ],
1663 [
1664 'speed',
1665 {
1666 desc => 'When this field is set the creator will periodically create stuff (and will still do so when the connection is triggered). A value of 1 means roughly 8 times a second.',
1667 name => 'speed',
1668 type => 'float'
1669 }
1670 ],
1671 [
1672 'hp',
1673 {
1674 desc => 'The creator can be triggered <number of uses> times, thus creating that many objects, before it dissappears. Default is <number of uses> 1 (-> one-time usage).',
1675 name => 'number of uses',
1676 type => 'int'
1677 }
1678 ],
1679 [
1680 'slaying',
1681 {
1682 desc => 'The created object will bear the name and title specified in <name of creation>. If nothing is set, the standard name and title of the archetype is used.',
1683 name => 'name of creation',
1684 type => 'string'
1685 }
1686 ],
1687 [
1688 'level',
1689 {
1690 desc => 'The created object will be of that level. If zero/unset, the standard level of the archetype is used.',
1691 name => 'level of creation',
1692 type => 'int'
1693 }
1694 ]
1695 ],
1696 desc => 'A creator is an object which creates another object when it is triggered. The child object can be anything. Creators are VERY useful for all kinds of map-mechanisms. They can even periodically create things.',
1697 ignore => [
1698 $IGNORE_LIST{system_object},
1699 'connected'
1700 ],
1701 name => 'Creator',
1702 use => 'Don\'t hesitate to hide your creators under the floor. The created items will still always appear ontop of the floor.'
1703 },
1704 Detector => {
1705 attr => [
1706 [
1707 'no_pick',
1708 {
1709 type => 'fixed',
1710 value => 1
1711 }
1712 ],
1713 [
1714 'slaying',
1715 {
1716 desc => '<match name> specifies the name of the object we are looking for. Actually it does also check for the <key string> in key-objects, but for this case inventory checkers are often more powerful to use.',
1717 name => 'match name',
1718 type => 'string'
1719 }
1720 ],
1721 [
1722 'connected',
1723 {
1724 desc => 'When the detector is triggered, all objects with the same connection value get activated.',
1725 name => 'connection',
1726 type => 'string'
1727 }
1728 ],
1729 [
1730 'speed',
1731 {
1732 desc => 'This value defines the time between two detector-checks. If you want the detector to behave almost like pedestals/buttons, set speed rather high, like <detection speed> 1.0.',
1733 name => 'detection speed',
1734 type => 'float'
1735 }
1736 ],
1737 [
1738 'speed_left',
1739 {
1740 desc => 'The speed left to the object. On every tick, if this value is higher than 0, the object acts/triggers/moves etc. and the value gets decremented by 1. Otherwise, it is incremented by <speed> on every tick.',
1741 name => 'speed left',
1742 type => 'float'
1743 }
1744 ],
1745 [
1746 'speed_left',
1747 {
1748 desc => 'The speed left. This value is incremented by <speed> on every tick. If it is larger than 0, the detector checks, and the speed is decremented by 1.',
1749 name => 'speed left',
1750 type => 'float'
1751 }
1752 ]
1753 ],
1754 desc => 'Detectors work quite much like inv. checkers/pedestals: If the detector finds a specific object, it toggles its connected value. <br><br> What is "unique" about them, compared to inv. checkers/ pedestals? - First, detectors check their square for a match periodically, not instantly, so generate much higher server load Second, detectors check directly for object names. Third, detectors do not check the inventory of players/monsters.',
1755 ignore => [
1756 $IGNORE_LIST{system_object},
1757 'connected'
1758 ],
1759 name => 'Detector',
1760 use => 'Best avoid this type at all costs, use a pedestal instead.'
1761 },
1762 Director => {
1763 attr => [
1764 [
1765 'sp',
1766 {
1767 desc => 'Projectiles will leave the director flying in the selected <direction>. A director with direction <none> simply stops projectiles. (The latter works out a bit strange for some spells).',
1768 name => 'direction',
1769 type => 'list',
1770 value => $LIST{direction}
1771 }
1772 ],
1773 [
1774 'move_on',
1775 {
1776 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
1777 name => 'movement on',
1778 type => 'movement_type'
1779 }
1780 ]
1781 ],
1782 desc => 'Directors change the direction of spell objects and other projectiles that fly past. Unlike spinners, directors always move objects in the same direction. It does not make a difference from what angle you shoot into it.<br> Directors are visible per default.',
1783 ignore => [
1784 $IGNORE_LIST{non_pickable}
1785 ],
1786 name => 'Director',
1787 use => 'Directors are rarely used in maps. Sometimes they are placed to change the direction of spells coming out of magic walls, "channeling" spell-projectiles in some direction. When doing this, <B>never place directors facing each other with magic walls fireing into them!</B> The spell-projectiles bouncing between the directors would accumulate to huge numbers and at some point slow down the server by eating memory- and CPU-time. <br><br> You\'d better not place directors in monster vs. player combat areas too much, because that freaks out wizard-type players.'
1788 },
1789 Disease => {
1790 attr => [
1791 [
1792 'invisible',
1793 {
1794 type => 'fixed',
1795 value => 1
1796 }
1797 ],
1798 [
1799 'level',
1800 {
1801 desc => 'The <plaque level> is proportional to the disease\'s deadliness. This mainly reflects in the <damage>. It has no effect on most other symptoms. Neverthless, it is a very important value for all damage-inflicting diseases.',
1802 name => 'plaque level',
1803 type => 'int'
1804 }
1805 ],
1806 [
1807 'race',
1808 {
1809 desc => 'The disease will only infect creatures of the specified <race>. "<race> *" means every creature can be infected.',
1810 name => 'infect race',
1811 type => 'string'
1812 }
1813 ],
1814 [
1815 'ac',
1816 {
1817 desc => 'Every time the disease "moves" the severity of the symptoms are increased by <progressiveness>/100. (severity = 1 + (accumlated progression)/100)',
1818 name => 'progressiveness',
1819 type => 'int'
1820 }
1821 ],
1822 [
1823 'msg',
1824 {
1825 desc => 'This text is displayed to the player every time the symptoms strike.',
1826 end => 'endmsg',
1827 name => 'message',
1828 type => 'text'
1829 }
1830 ]
1831 ],
1832 desc => 'Diseases are an intersting form of spellcraft in Deliantra. Once casted, they can spread out and infect creatures in a large area. Being infected can have various effects, from amusing farts to horrible damage - almost everything is possible.',
1833 ignore => [
1834 $IGNORE_LIST{system_object}
1835 ],
1836 name => 'Disease',
1837 section => [
1838 [
1839 'spreading',
1840 [
1841 [
1842 'wc',
1843 {
1844 desc => 'The <infectiosness> defines the chance of new creatures getting infected. If you set this too high, the disease is very likely to be too effective. <infectiosness>/127 is the chance of someone in range catching it.',
1845 name => 'infectiosness',
1846 type => 'int'
1847 }
1848 ],
1849 [
1850 'last_grace',
1851 {
1852 desc => 'The <attenuation> value reduces the diseases\' <infectiosness> everytime it infects someone new. This limits how many generations a disease can propagate.',
1853 name => 'attenuation',
1854 type => 'int'
1855 }
1856 ],
1857 [
1858 'magic',
1859 {
1860 desc => '<infection range> sets the range at which infection may occur. If positive, the <infection range> is level dependant - If negative, it is not: E.g. "<infection range> -6" means creatures can be infected in six square range, and <plaque level> doesn\'t modify that.',
1861 name => 'infection range',
1862 type => 'int'
1863 }
1864 ],
1865 [
1866 'maxhp',
1867 {
1868 desc => '<persistence> defines how long the disease can persist OUTSIDE a host. The disease can "move" <persistence> times outside a host before it vanishes. A negative value means the disease lasts for permanent (which is only recommended to use in maps without monsters).',
1869 name => 'persistence',
1870 type => 'int'
1871 }
1872 ],
1873 [
1874 'maxgrace',
1875 {
1876 desc => 'The disease will last in the host for <curing duration> "disease moves" (Assuming the host survives and doesn\'t use a curing spell). After this period the disease is naturally cured, which provides the host with immunity from this particular disease of lower or equal level. A negative value means the disease can never be cured naturally. Note that this value can be further modulated by spell-parameters, if the disease is registered as spell in the code. Due to that, most default diseases take a lot longer to cure than it seems.',
1877 name => 'curing duration',
1878 type => 'int'
1879 }
1880 ],
1881 [
1882 'speed',
1883 {
1884 desc => 'The <speed> of the disease determines how fast the disease will "move", thus how fast the symptoms strike the host.',
1885 name => 'moving speed',
1886 type => 'float'
1887 }
1888 ],
1889 [
1890 'speed_left',
1891 {
1892 desc => 'The speed left to the object. On every tick, if this value is higher than 0, the object acts/triggers/moves etc. and the value gets decremented by 1. Otherwise, it is incremented by <speed> on every tick.',
1893 name => 'speed left',
1894 type => 'float'
1895 }
1896 ]
1897 ]
1898 ],
1899 [
1900 'symptoms',
1901 [
1902 [
1903 'attacktype',
1904 {
1905 desc => 'The disease will attack the host with the given <attacktype>. Godpower attacktype is commonly used for "unresistable" diseases.',
1906 name => 'attacktype',
1907 type => 'bitmask',
1908 value => $BITMASK{attacktype}
1909 }
1910 ],
1911 [
1912 'dam',
1913 {
1914 desc => 'A disease with a positive <damage> value will strike the player for that amount of damage every time the symptoms occur. A negative <damage> value produces %-based damage: "<damage> -10" means the player\'s health is reduced by 10% every time the symptoms strike. Diseases with %-based damage can be dangerous - but not deadly - for players of all levels.',
1915 name => 'damage',
1916 type => 'int'
1917 }
1918 ],
1919 [
1920 'other_arch',
1921 {
1922 desc => 'If set, the specified arch is created and dropped every time the symptoms strike. This can be various things: farts, body pieces, eggs ... Even monsters can be created that way. You could also make a disease where some exotic stuff like money/gems is created.',
1923 name => 'create arch',
1924 type => 'string'
1925 }
1926 ],
1927 [
1928 'last_sp',
1929 {
1930 desc => 'If set, the disease imposes a <slowdown penalty> while being infected. The player\'s speed is reduced by <slowdown penalty> % of normal value.',
1931 name => 'slowdown penalty',
1932 type => 'int'
1933 }
1934 ],
1935 [
1936 'exp',
1937 {
1938 desc => 'When the player manages to cure this disease (with a curing spell), he is awarded with <exp. for curing> experience.',
1939 name => 'exp. for curing',
1940 type => 'int'
1941 }
1942 ],
1943 [
1944 'maxsp',
1945 {
1946 desc => 'Every time the disease "moves", the player\'s mana is reduced by the value of <mana depletion>. For negative values, a %-based amount is taken.',
1947 name => 'mana depletion',
1948 type => 'int'
1949 }
1950 ],
1951 [
1952 'last_eat',
1953 {
1954 desc => 'Every time the disease "moves", the player\'s food is reduced by the value of <food depletion>. For negative values, a %-based amount is taken.',
1955 name => 'food depletion',
1956 type => 'int'
1957 }
1958 ],
1959 [
1960 'hp',
1961 {
1962 desc => 'This value increases the player\'s healing rate. Negative values decrease it.',
1963 name => 'health regen.',
1964 type => 'int'
1965 }
1966 ],
1967 [
1968 'sp',
1969 {
1970 desc => 'This value increases the player\'s rate of mana regeneration. Negative values decrease it.',
1971 name => 'mana regen.',
1972 type => 'int'
1973 }
1974 ]
1975 ]
1976 ],
1977 [
1978 'disability',
1979 [
1980 [
1981 'Str',
1982 {
1983 desc => 'The player\'s strength will rise by the given value while being infected. (Negative values make strength fall)',
1984 name => 'strength',
1985 type => 'int'
1986 }
1987 ],
1988 [
1989 'Dex',
1990 {
1991 desc => 'The player\'s dexterity will rise by the given value while being infected. (Negative values make dexterity fall)',
1992 name => 'dexterity',
1993 type => 'int'
1994 }
1995 ],
1996 [
1997 'Con',
1998 {
1999 desc => 'The player\'s constitution will rise by the given value while being infected. (Negative values make constitution fall)',
2000 name => 'constitution',
2001 type => 'int'
2002 }
2003 ],
2004 [
2005 'Int',
2006 {
2007 desc => 'The player\'s intelligence will rise by the given value while being infected. (Negative values make intelligence fall)',
2008 name => 'intelligence',
2009 type => 'int'
2010 }
2011 ],
2012 [
2013 'Pow',
2014 {
2015 desc => 'The player\'s power will rise by the given value while being infected. (Negative values make power fall)',
2016 name => 'power',
2017 type => 'int'
2018 }
2019 ],
2020 [
2021 'Wis',
2022 {
2023 desc => 'The player\'s wisdom will rise by the given value while being infected. (Negative values make wisdom fall)',
2024 name => 'wisdom',
2025 type => 'int'
2026 }
2027 ],
2028 [
2029 'Cha',
2030 {
2031 desc => 'The player\'s charisma will rise by the given value while being infected. (Negative values make charisma fall)',
2032 name => 'charisma',
2033 type => 'int'
2034 }
2035 ]
2036 ]
2037 ]
2038 ],
2039 use => 'Diseases are extremely flexible and usable in a many ways. So far they are mostly used for causing bad, unwanted effects. You could just as well create a disease which helps the player (recharging mana for example). Infection with a "positive disease" could even be a quest reward.'
2040 },
2041 Door => {
2042 attr => [
2043 [
2044 'no_pick',
2045 {
2046 type => 'fixed',
2047 value => 1
2048 }
2049 ],
2050 [
2051 'alive',
2052 {
2053 type => 'fixed',
2054 value => 1
2055 }
2056 ],
2057 [
2058 'move_block',
2059 {
2060 desc => 'Objects using these movement types cannot move over this space.',
2061 name => 'blocked movement',
2062 type => 'movement_type'
2063 }
2064 ],
2065 [
2066 'move_allow',
2067 {
2068 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2069 name => 'allowed movement',
2070 type => 'movement_type'
2071 }
2072 ],
2073 [
2074 'move_slow',
2075 {
2076 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2077 name => 'slowed movement',
2078 type => 'movement_type'
2079 }
2080 ],
2081 [
2082 'move_slow_penalty',
2083 {
2084 desc => 'If <slow movement> is set to a value greater zero, all creatures matching \'slow move\' will be slower than normal on this spot. <slow movement> 1 - rough terrain <slow movement> 2 - very rough terrain ... <slow movement> 5 - default for deep swamp ... <slow movement> 7 - spider web (sticky as hell)',
2085 name => 'slow movement penalty',
2086 type => 'int'
2087 }
2088 ],
2089 [
2090 'hp',
2091 {
2092 desc => 'The more <hitpoints> the door has, the longer it takes to be broken.',
2093 name => 'hitpoints',
2094 type => 'int'
2095 }
2096 ],
2097 [
2098 'ac',
2099 {
2100 desc => 'Doors of high <armour class> are less likely to get hit. <armour class> can be considered the "counterpiece" to <weapon class>.',
2101 name => 'armour class',
2102 type => 'int'
2103 }
2104 ],
2105 [
2106 'other_arch',
2107 {
2108 desc => 'This string defines the object that will be created when the door was defeated.',
2109 name => 'drop arch',
2110 type => 'string'
2111 }
2112 ],
2113 [
2114 'randomitems',
2115 {
2116 desc => 'This entry determines what kind of traps will appear in the door.',
2117 name => 'treasurelist',
2118 type => 'treasurelist'
2119 }
2120 ],
2121 [
2122 'treasure_env',
2123 {
2124 desc => 'Set this flag to move treasure items created into the environment (map) instead of putting them into the object.',
2125 name => 'treasure in env',
2126 type => 'bool'
2127 }
2128 ]
2129 ],
2130 desc => 'A door can be opened with any normal key. It also can be broken by attacking it, and it can be defeated with the lockpicking skill. If a door is defeated, horizontally and vertically adjacent doors are automatically removed.',
2131 ignore => [
2132 $IGNORE_LIST{non_pickable}
2133 ],
2134 name => 'Door'
2135 },
2136 Duplicator => {
2137 attr => [
2138 [
2139 'other_arch',
2140 {
2141 desc => 'Only objects of matching archtype, lying ontop of the duplicator will be duplicated, multiplied or removed. All other objects will be ignored.',
2142 name => 'target arch',
2143 type => 'string'
2144 }
2145 ],
2146 [
2147 'level',
2148 {
2149 desc => 'The number of items in the target pile will be multiplied by the <multiply factor>. If it is set to zero, all target objects will be destroyed.',
2150 name => 'multiply factor',
2151 type => 'int'
2152 }
2153 ],
2154 [
2155 'connected',
2156 {
2157 desc => 'An activator (lever, altar, button, etc) with matching connection value is able to trigger this duplicator. Be very careful that players cannot abuse it to create endless amounts of money or other valuable stuff!',
2158 name => 'connection',
2159 type => 'string'
2160 }
2161 ],
2162 [
2163 'activate_on_push',
2164 {
2165 desc => 'Whether the teleporter should only be activated on push.',
2166 name => 'activate on push',
2167 type => 'bool'
2168 }
2169 ],
2170 [
2171 'activate_on_release',
2172 {
2173 desc => 'Whether the teleporter should only be activated on release.',
2174 name => 'activate on release',
2175 type => 'bool'
2176 }
2177 ]
2178 ],
2179 desc => 'When activated, a duplicator can duplicate, multiply or destroy a pile of objects which lies somewhere on top of the duplicator. The duplicator has one arch name specified as &lt;target arch&gt;, and only objects of this archetype can be affected.<br> It will multiply the number of items in the pile, by the &lt;multiply factor&gt;. If the latter is set to zero, it will destroy objects.',
2180 ignore => [
2181 $IGNORE_LIST{system_object},
2182 'connected'
2183 ],
2184 name => 'Duplicator',
2185 use => 'I hope it is clear that one must be very cautious when inserting a duplicator anywhere with &lt;multiply factor&gt; greater than one. It is designed to be used for betting mechanisms only (bet -&gt; win/loose). It is <b>not acceptable</b> to allow duplication of anything other than coins, gold and jewels. Besides, it is very important that the chance to loose the input matches the chance to earn winnings.<br> A duplicator with &lt;multiply factor&gt; 3 for example should have a loosing rate of 2/3 = 67%.'
2186 },
2187 'Event Connector' => {
2188 desc => 'Event connectors link specific events that happen to objects to a crossfire plug-in. They are not used at all in Deliantra.',
2189 name => 'Event Connector'
2190 },
2191 Exit => {
2192 attr => [
2193 [
2194 'slaying',
2195 {
2196 desc => 'The exit path defines the map that the player is transferred to. You can enter an absolute path, beginning with \'/\' (for example "/peterm/FireTemple/fire1"). It can also be a relative path, not beginning with \'/\' (On the map "/peterm/FireTemple/Fire2" for example I could use the relative path "Fire1"). Use relative paths whenever possible! Note that upper/lower case must always be set correctly. However, please use lower case only. It is well possible to have an exit pointing to the same map that the exit is on. If slaying is not set in an exit, the player will see a message like "the exit is closed".',
2197 name => 'exit path',
2198 type => 'string'
2199 }
2200 ],
2201 [
2202 'hp',
2203 {
2204 desc => 'The exit destinations define the (x, y)-coordinates where the exit leads to. If both are set to zero, the player will be transferred to the "default enter location" of the destined map. The latter can be set in the map- properties as "Enter X/Y". Though, please DO NOT use that. It turned out to be a source for numerous map-bugs.',
2205 name => 'destination X',
2206 type => 'int'
2207 }
2208 ],
2209 [
2210 'sp',
2211 {
2212 desc => 'The exit destinations define the (x, y)-coordinates where the exit leads to. If both are set to zero, the player will be transferred to the "default enter location" of the destined map. The latter can be set in the map- properties as "Enter X/Y". Though, please DO NOT use that. It turned out to be a source for numerous map-bugs.',
2213 name => 'destination Y',
2214 type => 'int'
2215 }
2216 ],
2217 [
2218 'move_on',
2219 {
2220 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
2221 name => 'movement on',
2222 type => 'movement_type'
2223 }
2224 ],
2225 [
2226 'msg',
2227 {
2228 desc => 'If set, this message will be displayed to the player when he applies the exit. This is quite useful to throw in some "role-play feeling": "As you enter the dark cave you hear the sound of rustling dragonscales...". Well, my english is poor, but you get the point. =)',
2229 end => 'endmsg',
2230 name => 'exit message',
2231 type => 'text'
2232 }
2233 ],
2234 [
2235 'damned',
2236 {
2237 desc => 'If set, then players using this exit will have their savebed position set to the destination of the exit when passing through.',
2238 name => 'set savebed',
2239 type => 'bool'
2240 }
2241 ]
2242 ],
2243 desc => 'When the player applies an exit, he is transferred to a different location. (Monsters cannot use exits.) Depending on how it is set, the player applies the exit just by walking into it, or by pressing &lt;a&gt;pply when standing on the exit.',
2244 ignore => [
2245 $IGNORE_LIST{non_pickable}
2246 ],
2247 name => 'Exit',
2248 use => 'If you want to have an invisible exit, set &lt;invisible&gt; (, of course &lt;apply by walking&gt;), and put it *under* the floor. Otherwise it could be detected with the show_invisible spell. <br><br> You can be quite creative with the outlook of secret exits (their "face"). Don\'t forget to give the player relyable hints about them though.'
2249 },
2250 Flesh => {
2251 attr => [
2252 [
2253 'food',
2254 {
2255 desc => 'The player\'s stomache will get filled with this amount of foodpoints. The player\'s health will increase by <foodpoints>/50 hp.',
2256 name => 'foodpoints',
2257 type => 'int'
2258 }
2259 ],
2260 [
2261 'level',
2262 {
2263 desc => 'The <flesh level> is not visible to the players and it affects only dragon players. Normally this value reflects the level of the monster from which the flesh item originates. Dragon players always search for flesh of highest level possible, because it bears the best chance to gain high resistances.',
2264 name => 'flesh level',
2265 type => 'int'
2266 }
2267 ],
2268 [
2269 'startequip',
2270 {
2271 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
2272 name => 'godgiven item',
2273 type => 'bool'
2274 }
2275 ],
2276 [
2277 'msg',
2278 {
2279 desc => 'This text may describe the item.',
2280 end => 'endmsg',
2281 name => 'description',
2282 type => 'text'
2283 }
2284 ]
2285 ],
2286 desc => 'Just like with food, the player can fill his stomache and gain a little health by eating flesh-objects. <br> For dragon players, flesh plays a very special role though: If the flesh has resistances set, a dragon player has a chance to gain resistance in those categories. The only constraint to this process is the &lt;flesh level&gt;. Don\'t forget that flesh items with resistances have to be balanced according to map/monster difficulty.',
2287 name => 'Flesh',
2288 section => [
2289 [
2290 'resistance',
2291 [
2292 [
2293 'resist_physical',
2294 {
2295 desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2296 name => 'resist physical %',
2297 type => 'int'
2298 }
2299 ],
2300 [
2301 'resist_magic',
2302 {
2303 desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2304 name => 'resist magic %',
2305 type => 'int'
2306 }
2307 ],
2308 [
2309 'resist_fire',
2310 {
2311 desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2312 name => 'resist fire %',
2313 type => 'int'
2314 }
2315 ],
2316 [
2317 'resist_electricity',
2318 {
2319 desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2320 name => 'resist electricity %',
2321 type => 'int'
2322 }
2323 ],
2324 [
2325 'resist_cold',
2326 {
2327 desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2328 name => 'resist cold %',
2329 type => 'int'
2330 }
2331 ],
2332 [
2333 'resist_confusion',
2334 {
2335 desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2336 name => 'resist confusion %',
2337 type => 'int'
2338 }
2339 ],
2340 [
2341 'resist_acid',
2342 {
2343 desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2344 name => 'resist acid %',
2345 type => 'int'
2346 }
2347 ],
2348 [
2349 'resist_drain',
2350 {
2351 desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2352 name => 'resist draining %',
2353 type => 'int'
2354 }
2355 ],
2356 [
2357 'resist_weaponmagic',
2358 {
2359 desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2360 name => 'resist weaponmagic %',
2361 type => 'int'
2362 }
2363 ],
2364 [
2365 'resist_ghosthit',
2366 {
2367 desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2368 name => 'resist ghosthit %',
2369 type => 'int'
2370 }
2371 ],
2372 [
2373 'resist_poison',
2374 {
2375 desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2376 name => 'resist poison %',
2377 type => 'int'
2378 }
2379 ],
2380 [
2381 'resist_slow',
2382 {
2383 desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2384 name => 'resist slow %',
2385 type => 'int'
2386 }
2387 ],
2388 [
2389 'resist_paralyze',
2390 {
2391 desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2392 name => 'resist paralyze %',
2393 type => 'int'
2394 }
2395 ],
2396 [
2397 'resist_fear',
2398 {
2399 desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2400 name => 'resist fear %',
2401 type => 'int'
2402 }
2403 ],
2404 [
2405 'resist_deplete',
2406 {
2407 desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2408 name => 'resist depletion %',
2409 type => 'int'
2410 }
2411 ],
2412 [
2413 'resist_death',
2414 {
2415 desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2416 name => 'resist death-attack %',
2417 type => 'int'
2418 }
2419 ],
2420 [
2421 'resist_chaos',
2422 {
2423 desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2424 name => 'resist chaos %',
2425 type => 'int'
2426 }
2427 ],
2428 [
2429 'resist_blind',
2430 {
2431 desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2432 name => 'resist blinding %',
2433 type => 'int'
2434 }
2435 ]
2436 ]
2437 ]
2438 ],
2439 use => 'For dragon players, flesh items can be highly valuable. Note that many standard monsters carry flesh items from their &lt;treasurelist&gt;. These flesh items "inherit" resistances and level from the monster they belong to. When you add special flesh items to the inventory of a monster, this is not the case - so you have to set it manually. <br><br> Generally adding special flesh-treaties for dragon players is a great thing to do. Always consider that dragon players might really not be interested in that special piece of weapon or armour, so don\'t let the dragon-fellows miss out on the reward completely.'
2440 },
2441 Floor => {
2442 attr => [
2443 [
2444 'is_floor',
2445 {
2446 type => 'fixed',
2447 value => 1
2448 }
2449 ],
2450 [
2451 'no_pick',
2452 {
2453 type => 'fixed',
2454 value => 1
2455 }
2456 ],
2457 [
2458 'no_magic',
2459 {
2460 desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
2461 name => 'no spells',
2462 type => 'bool'
2463 }
2464 ],
2465 [
2466 'damned',
2467 {
2468 desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
2469 name => 'no prayers',
2470 type => 'bool'
2471 }
2472 ],
2473 [
2474 'unique',
2475 {
2476 desc => 'Unique floor means that any items dropped on that spot will be saved beyond map reset. For permanent apartments, all floor tiles must be set <unique map>.',
2477 name => 'unique map',
2478 type => 'bool'
2479 }
2480 ],
2481 [
2482 'is_buildable',
2483 {
2484 desc => 'A buildable can be built upon. This is usually used in combination with the unique attribute for player apartments or guild storages. But it\'s use is not limited to private maps.',
2485 name => 'buildable',
2486 type => 'bool'
2487 }
2488 ],
2489 [
2490 'msg',
2491 {
2492 desc => 'This text may describe the object.',
2493 end => 'endmsg',
2494 name => 'description',
2495 type => 'text'
2496 }
2497 ]
2498 ],
2499 desc => 'Floor is a very basic thing whithout too much functionality. It\'s a floor - you stand on it.',
2500 ignore => [
2501 $IGNORE_LIST{non_pickable}
2502 ],
2503 name => 'Floor',
2504 section => [
2505 [
2506 'terrain',
2507 [
2508 [
2509 'move_block',
2510 {
2511 desc => 'Objects using these movement types cannot move over this space.',
2512 name => 'blocked movement',
2513 type => 'movement_type'
2514 }
2515 ],
2516 [
2517 'move_allow',
2518 {
2519 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2520 name => 'allowed movement',
2521 type => 'movement_type'
2522 }
2523 ],
2524 [
2525 'move_slow',
2526 {
2527 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2528 name => 'slowed movement',
2529 type => 'movement_type'
2530 }
2531 ],
2532 [
2533 'move_slow_penalty',
2534 {
2535 desc => 'If <slow movement> is set to a value greater zero, all creatures matching \'slow move\' will be slower than normal on this spot. <slow movement> 1 - rough terrain <slow movement> 2 - very rough terrain ... <slow movement> 5 - default for deep swamp ... <slow movement> 7 - spider web (sticky as hell)',
2536 name => 'slow movement penalty',
2537 type => 'int'
2538 }
2539 ],
2540 [
2541 'is_wooded',
2542 {
2543 desc => 'This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here.',
2544 name => 'wooded terrain',
2545 type => 'bool'
2546 }
2547 ],
2548 [
2549 'is_hilly',
2550 {
2551 desc => 'This flag indicates this spot contains hills or large rocks. Players with activated mountaineer skill can move faster here.',
2552 name => 'hilly terrain',
2553 type => 'bool'
2554 }
2555 ]
2556 ]
2557 ]
2558 ]
2559 },
2560 'Floor (Encounter)' => {
2561 attr => [
2562 [
2563 'is_floor',
2564 {
2565 type => 'fixed',
2566 value => 1
2567 }
2568 ],
2569 [
2570 'no_pick',
2571 {
2572 type => 'fixed',
2573 value => 1
2574 }
2575 ],
2576 [
2577 'no_magic',
2578 {
2579 desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
2580 name => 'no spells',
2581 type => 'bool'
2582 }
2583 ],
2584 [
2585 'damned',
2586 {
2587 desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
2588 name => 'no prayers',
2589 type => 'bool'
2590 }
2591 ],
2592 [
2593 'unique',
2594 {
2595 desc => 'Unique floor means that any items dropped on that spot will be saved beyond map reset. For permanent apartments, all floor tiles must be set <unique map>.',
2596 name => 'unique map',
2597 type => 'bool'
2598 }
2599 ],
2600 [
2601 'is_buildable',
2602 {
2603 desc => 'A buildable can be built upon. This is usually used in combination with the unique attribute for player apartments or guild storages. But it\'s use is not limited to private maps.',
2604 name => 'buildable',
2605 type => 'bool'
2606 }
2607 ],
2608 [
2609 'msg',
2610 {
2611 desc => 'This text may describe the object.',
2612 end => 'endmsg',
2613 name => 'description',
2614 type => 'text'
2615 }
2616 ]
2617 ],
2618 desc => 'Encounter-Floor is pretty much the same as normal floor. Most outdoor floor/ground-arches are set to be "encounters". That is kind of a relict from former code: When walking over encounter-floor, players sometimes got beamed to little maps with monsters on them. Nowadays this feature is disabled - Hence encounter floor is not different from normal floor.',
2619 ignore => [
2620 $IGNORE_LIST{non_pickable}
2621 ],
2622 name => 'Floor (Encounter)',
2623 section => [
2624 [
2625 'terrain',
2626 [
2627 [
2628 'move_block',
2629 {
2630 desc => 'Objects using these movement types cannot move over this space.',
2631 name => 'blocked movement',
2632 type => 'movement_type'
2633 }
2634 ],
2635 [
2636 'move_allow',
2637 {
2638 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2639 name => 'allowed movement',
2640 type => 'movement_type'
2641 }
2642 ],
2643 [
2644 'move_slow',
2645 {
2646 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2647 name => 'slowed movement',
2648 type => 'movement_type'
2649 }
2650 ],
2651 [
2652 'move_slow_penalty',
2653 {
2654 desc => 'If <slow movement> is set to a value greater zero, all creatures matching \'slow move\' will be slower than normal on this spot. <slow movement> 1 - rough terrain <slow movement> 2 - very rough terrain ... <slow movement> 5 - default for deep swamp ... <slow movement> 7 - spider web (sticky as hell)',
2655 name => 'slow movement penalty',
2656 type => 'int'
2657 }
2658 ],
2659 [
2660 'is_wooded',
2661 {
2662 desc => 'This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here.',
2663 name => 'wooded terrain',
2664 type => 'bool'
2665 }
2666 ],
2667 [
2668 'is_hilly',
2669 {
2670 desc => 'This flag indicates this spot contains hills or large rocks. Players with activated mountaineer skill can move faster here.',
2671 name => 'hilly terrain',
2672 type => 'bool'
2673 }
2674 ]
2675 ]
2676 ]
2677 ]
2678 },
2679 Food => {
2680 attr => [
2681 [
2682 'food',
2683 {
2684 desc => 'The player\'s stomache will get filled with this amount of foodpoints. The player\'s health will increase by <foodpoints>/50 hp.',
2685 name => 'foodpoints',
2686 type => 'int'
2687 }
2688 ],
2689 [
2690 'startequip',
2691 {
2692 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
2693 name => 'godgiven item',
2694 type => 'bool'
2695 }
2696 ]
2697 ],
2698 desc => 'By eating/drinking food-objects, the player can fill his stomache and gain a little health.',
2699 name => 'Food'
2700 },
2701 Gate => {
2702 attr => [
2703 [
2704 'no_pick',
2705 {
2706 type => 'fixed',
2707 value => 1
2708 }
2709 ],
2710 [
2711 'speed',
2712 {
2713 desc => 'The speed of the gate affects how fast it is closing/opening.',
2714 type => 'float'
2715 }
2716 ],
2717 [
2718 'connected',
2719 {
2720 desc => 'Whenever the inventory checker is triggered, all objects with identical <connection> value get activated. This only makes sense together with <blocking passage> disabled.',
2721 name => 'connection',
2722 type => 'string'
2723 }
2724 ],
2725 [
2726 'wc',
2727 {
2728 desc => 'The <position state> defines the position of the gate: Zero means completely open/down, the "number of animation-steps" (usually about 6 or 7) means completely closed/up state. I suggest you don\'t mess with this value - Leave the default in place.',
2729 name => 'position state',
2730 type => 'int'
2731 }
2732 ],
2733 [
2734 'move_block',
2735 {
2736 desc => 'Objects using these movement types cannot move over this space.',
2737 name => 'blocked movement',
2738 type => 'movement_type'
2739 }
2740 ],
2741 [
2742 'move_allow',
2743 {
2744 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2745 name => 'allowed movement',
2746 type => 'movement_type'
2747 }
2748 ],
2749 [
2750 'move_slow',
2751 {
2752 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2753 name => 'slowed movement',
2754 type => 'movement_type'
2755 }
2756 ],
2757 [
2758 'move_slow_penalty',
2759 {
2760 desc => 'If <slow movement> is set to a value greater zero, all creatures matching \'slow move\' will be slower than normal on this spot. <slow movement> 1 - rough terrain <slow movement> 2 - very rough terrain ... <slow movement> 5 - default for deep swamp ... <slow movement> 7 - spider web (sticky as hell)',
2761 name => 'slow movement penalty',
2762 type => 'int'
2763 }
2764 ],
2765 [
2766 'no_magic',
2767 {
2768 desc => 'Restricting the use of spells to pass this gate. This has an effect only if <block view> is disabled.',
2769 name => 'restrict spells',
2770 type => 'bool'
2771 }
2772 ],
2773 [
2774 'damned',
2775 {
2776 desc => 'Restricting the use of prayers to pass this door. This has an effect only if <block view> is disabled.',
2777 name => 'restrict prayers',
2778 type => 'bool'
2779 }
2780 ]
2781 ],
2782 desc => 'Gates play an important role in Deliantra. Gates can be opened by activating a button/trigger, by speaking passwords (-> magic_ear) or carrying special key-objects (-> inventory checker). Unlike locked doors, gates can get shut again after a player has passed, which makes them more practical in many cases.',
2783 ignore => [
2784 $IGNORE_LIST{non_pickable},
2785 'connected'
2786 ],
2787 name => 'Gate',
2788 use => 'Use gates to divide your maps into seperated areas. After solving area A, the player gains access to area B, and so on. Make your maps more complex than "one-way".'
2789 },
2790 Girdle => {
2791 attr => [
2792 [
2793 'magic',
2794 {
2795 desc => '<magic bonus> works just like ac, except that it can be improved by "scrolls of Enchant Armour" or reduced by acid. It is less useful than direct armour-class bonus on the helmet. Important: <magic bonus> on girdles has no effect if there is no <armour class> set. Girdles shouldn\'t have <armour class>, thus <magic bonus> is pointless here.',
2796 name => 'magic bonus',
2797 type => 'int'
2798 }
2799 ]
2800 ],
2801 desc => 'Wearing a girdle, the object\'s stats will directly be inherited to the player. Girdles usually provide stats- or damage bonuses and no defense.',
2802 import => [
2803 'Amulet'
2804 ],
2805 name => 'Girdle',
2806 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
2807 },
2808 Gloves => {
2809 attr => [
2810 [
2811 'magic',
2812 {
2813 desc => 'If the gloves provide <armour class>, <magic bonus> will increase it. If the gloves have <weapon class> instead, then <magic bonus> will increase that.',
2814 name => 'magic bonus',
2815 type => 'int'
2816 }
2817 ]
2818 ],
2819 desc => 'Wearing gloves, the object\'s stats will directly be inherited to the player. Gloves can add defense or damage bonuses.',
2820 import => [
2821 'Amulet'
2822 ],
2823 name => 'Gloves',
2824 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
2825 },
2826 Handle => {
2827 attr => [
2828 [
2829 'no_pick',
2830 {
2831 type => 'fixed',
2832 value => 1
2833 }
2834 ],
2835 [
2836 'connected',
2837 {
2838 desc => 'Every time the handle is applied, all objects with the same <connection> value are activated.',
2839 name => 'connection',
2840 type => 'string'
2841 }
2842 ],
2843 [
2844 'msg',
2845 {
2846 desc => 'This text may describe the item. You can use this message to explain the handle\'s purpose to the player.',
2847 end => 'endmsg',
2848 name => 'description',
2849 type => 'text'
2850 }
2851 ]
2852 ],
2853 desc => 'A handle can be applied by players and (certain) monsters. Every time it is applied, the &lt;connection&gt; value is triggered.',
2854 ignore => [
2855 $IGNORE_LIST{non_pickable},
2856 'connected'
2857 ],
2858 name => 'Handle',
2859 use => 'Handles are commonly used to move gates. When placing your lever, don\'t forget that some monsters are able to apply it. The ability to apply levers is rare among monsters - but vampires can do it for example.'
2860 },
2861 'Handle Trigger' => {
2862 desc => 'Handle triggers are handles which reset after a short period of time. Every time it is either applied or reset, the &lt;connection&gt; value is triggered.',
2863 ignore => [
2864 $IGNORE_LIST{non_pickable}
2865 ],
2866 import => [
2867 'Handle'
2868 ],
2869 name => 'Handle Trigger',
2870 use => 'When you connect an ordinary handle to a gate, the gate normally remains opened after the first player passed. If you want to keep the gate shut, connecting it to a handle trigger is an easy solution.'
2871 },
2872 'Hazard Floor' => {
2873 attr => [
2874 [
2875 'is_floor',
2876 {
2877 type => 'fixed',
2878 value => 1
2879 }
2880 ],
2881 [
2882 'lifesave',
2883 {
2884 type => 'fixed',
2885 value => 1
2886 }
2887 ],
2888 [
2889 'move_on',
2890 {
2891 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
2892 name => 'movement on',
2893 type => 'movement_type'
2894 }
2895 ],
2896 [
2897 'no_pick',
2898 {
2899 type => 'fixed',
2900 value => 1
2901 }
2902 ],
2903 [
2904 'attacktype',
2905 {
2906 desc => 'This attribute specifys the attacktypes that this floor uses to damage it\'s victims. Attacktypes are: physical, fire, cold.. etc. If you want a real tough hazard floor, add more than just one attacktype.',
2907 name => 'attacktype',
2908 type => 'bitmask',
2909 value => $BITMASK{attacktype}
2910 }
2911 ],
2912 [
2913 'dam',
2914 {
2915 desc => 'The <base damage> defines how much damage is inflicted to the victim per hit. The final damage is influenced by several other factors like the victim\'s resistance and level.',
2916 name => 'base damage',
2917 type => 'int'
2918 }
2919 ],
2920 [
2921 'wc',
2922 {
2923 desc => '<weapon class> improves the chance of hitting the victim. Lower values are better. Usually, hazard floors like lava are supposed to hit the victim all the time. Therefore, <weaponclass> should be set to something like -30.',
2924 name => 'weaponclass',
2925 type => 'int'
2926 }
2927 ],
2928 [
2929 'level',
2930 {
2931 desc => 'I guess this value is supposed to work similar to monster levels. But in fact, it does not seem to have an effect. Set any non-zero value to be on the safe side.',
2932 name => 'attack level',
2933 type => 'int'
2934 }
2935 ],
2936 [
2937 'no_magic',
2938 {
2939 desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
2940 name => 'no spells',
2941 type => 'bool'
2942 }
2943 ],
2944 [
2945 'damned',
2946 {
2947 desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
2948 name => 'no prayers',
2949 type => 'bool'
2950 }
2951 ],
2952 [
2953 'unique',
2954 {
2955 desc => 'Unique floor means that any items dropped on that spot will be saved beyond map reset. For permanent apartments, all floor tiles must be set <unique map>.',
2956 name => 'unique map',
2957 type => 'bool'
2958 }
2959 ]
2960 ],
2961 desc => 'The best example for Hazard Floor is lava. It works like standard floor, but damages all creatures standing on it. Damage is taken in regular time intervals.',
2962 ignore => [
2963 $IGNORE_LIST{non_pickable}
2964 ],
2965 name => 'Hazard Floor',
2966 section => [
2967 [
2968 'terrain',
2969 [
2970 [
2971 'move_block',
2972 {
2973 desc => 'Objects using these movement types cannot move over this space.',
2974 name => 'blocked movement',
2975 type => 'movement_type'
2976 }
2977 ],
2978 [
2979 'move_allow',
2980 {
2981 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2982 name => 'allowed movement',
2983 type => 'movement_type'
2984 }
2985 ],
2986 [
2987 'move_slow',
2988 {
2989 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2990 name => 'slowed movement',
2991 type => 'movement_type'
2992 }
2993 ],
2994 [
2995 'move_slow_penalty',
2996 {
2997 desc => 'If <slow movement> is set to a value greater zero, all creatures matching \'slow move\' will be slower than normal on this spot. <slow movement> 1 - rough terrain <slow movement> 2 - very rough terrain ... <slow movement> 5 - default for deep swamp ... <slow movement> 7 - spider web (sticky as hell)',
2998 name => 'slow movement penalty',
2999 type => 'int'
3000 }
3001 ],
3002 [
3003 'is_wooded',
3004 {
3005 desc => 'This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here.',
3006 name => 'wooded terrain',
3007 type => 'bool'
3008 }
3009 ],
3010 [
3011 'is_hilly',
3012 {
3013 desc => 'This flag indicates this spot contains hills or large rocks. Players with activated mountaineer skill can move faster here.',
3014 name => 'hilly terrain',
3015 type => 'bool'
3016 }
3017 ]
3018 ]
3019 ]
3020 ],
3021 use => 'The default lava for example does minor damage. But you can turn it up so that your hazard floor poses a real threat.<br> Like magic walls, such floors add a permanent thrill to your map. You can use that to safely chase off too-weak players, or just to have something different.'
3022 },
3023 Helmet => {
3024 attr => [
3025 [
3026 'magic',
3027 {
3028 desc => '<magic bonus> works just like ac, except that it can be improved by "scrolls of Enchant Armour" or reduced by acid. It is less useful than direct armour-class bonus on the helmet. Important: <magic bonus> on helmets has no effect if there is no <armour class> set. It only works in combination with <armour class>. Crowns for instance typically provide no <amour class>.',
3029 name => 'magic bonus',
3030 type => 'int'
3031 }
3032 ]
3033 ],
3034 desc => 'Wearing a helmet, the object\'s stats will directly be inherited to the player. Normal helmets usually increase defense, while crowns add more special bonuses like stats/resistances paired with low defense.',
3035 import => [
3036 'Amulet'
3037 ],
3038 name => 'Helmet',
3039 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
3040 },
3041 'Holy Altar' => {
3042 attr => [
3043 [
3044 'no_pick',
3045 {
3046 type => 'fixed',
3047 value => 1
3048 }
3049 ],
3050 [
3051 'other_arch',
3052 {
3053 desc => 'The altar belongs to the god of the given name. Possible options for <god name> are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg, Gorokh, Valriel and Sorig. If you want to have an unconsecrated altar, set <god name> 0 and eventually <reconsecrate level> 0.',
3054 name => 'god name',
3055 type => 'string'
3056 }
3057 ],
3058 [
3059 'level',
3060 {
3061 desc => 'To re-consecrate an altar, the player\'s wisdom level must be as high or higher than this value. In that way, some altars can not be re-consecrated, while other altars, like those in dungeons, could be. Altars located in temples should have at least <reconsecrate level> 120. Some characters might need those altars, they would be very unhappy to see them re-consecrated to another cult.',
3062 name => 'reconsecrate level',
3063 type => 'int'
3064 }
3065 ]
3066 ],
3067 desc => 'Holy Altars are altars for the various religions. Praying at a Holy_altar will make you a follower of that god, and if you already follow that god, you may get some extra bonus.',
3068 ignore => [
3069 $IGNORE_LIST{non_pickable}
3070 ],
3071 name => 'Holy Altar'
3072 },
3073 Horn => {
3074 attr => [
3075 [
3076 'sp',
3077 {
3078 desc => 'Sets the <spell> of the horn. Consider twice before handing out any horns to players, since they can be used endlessly without any mana cost! Horns with heal/ restoration/ protection spells, IF available, MUST be very very VERY hard to get!',
3079 name => 'spell',
3080 type => 'spell'
3081 }
3082 ],
3083 [
3084 'level',
3085 {
3086 desc => 'The casting level of the <spell> determines it\'s power. For attack spells, level should not be set too high.',
3087 name => 'casting level',
3088 type => 'int'
3089 }
3090 ],
3091 [
3092 'hp',
3093 {
3094 desc => 'This value represents the initial amount of spellpoints in the horn. Naturally, this is quite unimportant.',
3095 name => 'initial spellpoints',
3096 type => 'int'
3097 }
3098 ],
3099 [
3100 'maxhp',
3101 {
3102 desc => 'When the horn is fully charged up, it will hold this maximum amount of spellpoints. Make sure it is enough to cast the contained spell at least once. But don\'t set the value too high, as that might make the horn way too effective.',
3103 name => 'max. spellpoints',
3104 type => 'int'
3105 }
3106 ],
3107 [
3108 'startequip',
3109 {
3110 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3111 name => 'godgiven item',
3112 type => 'bool'
3113 }
3114 ],
3115 [
3116 'msg',
3117 {
3118 desc => 'This text may contain a description of the horn.',
3119 end => 'endmsg',
3120 name => 'description',
3121 type => 'text'
3122 }
3123 ]
3124 ],
3125 desc => 'Horns are very similar to rods. The difference is that horns regenerate spellpoints faster and thus are more valuable than rods. <br><br> A horn contains a spell. The player can use this spell by applying and "fireing" (blowing) the horn. Unlike wands/scrolls, horns can be used endlessly.',
3126 ignore => [
3127 'title'
3128 ],
3129 name => 'Horn',
3130 use => 'Horns are powerful due to their fast recharge rate. They should never contain high level attacking spells. Even curing/healing spells are almost too good on a horn.'
3131 },
3132 Inorganic => {
3133 attr => [
3134 [
3135 'is_dust',
3136 {
3137 name => 'is dust',
3138 type => 'bool'
3139 }
3140 ]
3141 ],
3142 desc => 'Inorganic materials are generally used as ingredients for alchemical receipes. By themselves, they have no special functionalities.',
3143 name => 'Inorganic',
3144 section => [
3145 [
3146 'resistance',
3147 [
3148 [
3149 'resist_physical',
3150 {
3151 name => 'resist physical %',
3152 type => 'int'
3153 }
3154 ],
3155 [
3156 'resist_magic',
3157 {
3158 name => 'resist magic %',
3159 type => 'int'
3160 }
3161 ],
3162 [
3163 'resist_fire',
3164 {
3165 name => 'resist fire %',
3166 type => 'int'
3167 }
3168 ],
3169 [
3170 'resist_electricity',
3171 {
3172 name => 'resist electricity %',
3173 type => 'int'
3174 }
3175 ],
3176 [
3177 'resist_cold',
3178 {
3179 name => 'resist cold %',
3180 type => 'int'
3181 }
3182 ],
3183 [
3184 'resist_confusion',
3185 {
3186 name => 'resist confusion %',
3187 type => 'int'
3188 }
3189 ],
3190 [
3191 'resist_acid',
3192 {
3193 name => 'resist acid %',
3194 type => 'int'
3195 }
3196 ],
3197 [
3198 'resist_drain',
3199 {
3200 name => 'resist draining %',
3201 type => 'int'
3202 }
3203 ],
3204 [
3205 'resist_weaponmagic',
3206 {
3207 name => 'resist weaponmagic %',
3208 type => 'int'
3209 }
3210 ],
3211 [
3212 'resist_ghosthit',
3213 {
3214 name => 'resist ghosthit %',
3215 type => 'int'
3216 }
3217 ],
3218 [
3219 'resist_poison',
3220 {
3221 name => 'resist poison %',
3222 type => 'int'
3223 }
3224 ],
3225 [
3226 'resist_slow',
3227 {
3228 name => 'resist slow %',
3229 type => 'int'
3230 }
3231 ],
3232 [
3233 'resist_paralyze',
3234 {
3235 name => 'resist paralyze %',
3236 type => 'int'
3237 }
3238 ],
3239 [
3240 'resist_fear',
3241 {
3242 name => 'resist fear %',
3243 type => 'int'
3244 }
3245 ],
3246 [
3247 'resist_deplete',
3248 {
3249 name => 'resist depletion %',
3250 type => 'int'
3251 }
3252 ],
3253 [
3254 'resist_death',
3255 {
3256 name => 'resist death-attack %',
3257 type => 'int'
3258 }
3259 ],
3260 [
3261 'resist_chaos',
3262 {
3263 name => 'resist chaos %',
3264 type => 'int'
3265 }
3266 ],
3267 [
3268 'resist_blind',
3269 {
3270 name => 'resist blinding %',
3271 type => 'int'
3272 }
3273 ],
3274 [
3275 'resist_holyword',
3276 {
3277 name => 'resist holy power %',
3278 type => 'int'
3279 }
3280 ],
3281 [
3282 'resist_godpower',
3283 {
3284 name => 'resist godpower %',
3285 type => 'int'
3286 }
3287 ]
3288 ]
3289 ]
3290 ]
3291 },
3292 Inscribable => {
3293 attr => [
3294 [
3295 'startequip',
3296 {
3297 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3298 name => 'godgiven item',
3299 type => 'bool'
3300 }
3301 ],
3302 [
3303 'unique',
3304 {
3305 desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
3306 name => 'unique item',
3307 type => 'bool'
3308 }
3309 ],
3310 [
3311 'other_arch',
3312 {
3313 desc => 'This is the item created after being inscribed - scrolls are treated like spell scrolls, all else will have it\'s message replaced.',
3314 name => 'book/scroll arch',
3315 type => 'string'
3316 }
3317 ]
3318 ],
3319 desc => 'Inscribable Item - when inscribed, it becomes another object.',
3320 name => 'Inscribable'
3321 },
3322 'Inventory Checker' => {
3323 attr => [
3324 [
3325 'no_pick',
3326 {
3327 type => 'fixed',
3328 value => 1
3329 }
3330 ],
3331 [
3332 'slaying',
3333 {
3334 desc => 'This string specifies the object we are looking for: We have a match if the player does/don\'t carry a key object or a mark with identical <key string>. Note that key objects usually appear as "passports" in this context. A typical example is the city gate mechanism of scorn.',
3335 name => 'match key string',
3336 type => 'string'
3337 }
3338 ],
3339 [
3340 'race',
3341 {
3342 desc => 'This string specifies the object we are looking for: We have a match if the player does/don\'t carry an object of archtype <match arch name>.',
3343 name => 'match arch name',
3344 type => 'string'
3345 }
3346 ],
3347 [
3348 'hp',
3349 {
3350 desc => 'This value specifies the object we are looking for: We have a match if the player does/don\'t carry an object that is of type <match type>. Example: Set <match type> 15 (type 15 => weapon) and <blocking passage> enabled. Now you have an inv. checker blocking all players that carry any kind of melee weapon. To pass, a player is forced to leave behind all his weaponry... bad news for a warrior. ;)',
3351 name => 'match type',
3352 type => 'int'
3353 }
3354 ],
3355 [
3356 'last_sp',
3357 {
3358 desc => 'Enabled means having that object is a match. Disabled means not having that object is a match.',
3359 name => 'match = having',
3360 type => 'bool'
3361 }
3362 ],
3363 [
3364 'connected',
3365 {
3366 desc => 'Whenever the inventory checker is triggered, all objects with identical <connection> value get activated. This only makes sense together with <blocking passage> disabled.',
3367 name => 'connection',
3368 type => 'string'
3369 }
3370 ],
3371 [
3372 'move_block',
3373 {
3374 desc => 'Objects using these movement types cannot move over this space.',
3375 name => 'blocked movement',
3376 type => 'movement_type'
3377 }
3378 ],
3379 [
3380 'move_allow',
3381 {
3382 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
3383 name => 'allowed movement',
3384 type => 'movement_type'
3385 }
3386 ],
3387 [
3388 'move_slow',
3389 {
3390 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
3391 name => 'slowed movement',
3392 type => 'movement_type'
3393 }
3394 ],
3395 [
3396 'move_slow_penalty',
3397 {
3398 desc => 'If <slow movement> is set to a value greater zero, all creatures matching \'slow move\' will be slower than normal on this spot. <slow movement> 1 - rough terrain <slow movement> 2 - very rough terrain ... <slow movement> 5 - default for deep swamp ... <slow movement> 7 - spider web (sticky as hell)',
3399 name => 'slow movement penalty',
3400 type => 'int'
3401 }
3402 ],
3403 [
3404 'last_heal',
3405 {
3406 desc => '<remove match> means remove object if found. Setting this is usually not recommended because inv. checkers are in general invisible. So, unlike for altars/ locked doors, the player won\'t expect to lose an object when walking over that square. And he doesn\'t even get a message either. So, *if* you enable <remove match>, make sure to inform the player what\'s going on!',
3407 name => 'remove match',
3408 type => 'bool'
3409 }
3410 ]
3411 ],
3412 desc => 'Inventory checkers passively check the players inventory for a specific object. You can set a connected value that is triggered either if that object is present or missing (-&gt; "last_sp") when a player walks over the inv. checker. A valid option is to remove the matching object (usually not recommended, see "last_heal"). <br><br> Alternatively, you can set your inv. checker to block all players that do/don\'t carry the matching object. <br><br> As you can see, inv. checkers are quite powerful, holding a great variety of possibilities.',
3413 ignore => [
3414 $IGNORE_LIST{system_object},
3415 'connected'
3416 ],
3417 name => 'Inventory Checker',
3418 use => 'Putting a check_inventory space in front of a gate (one below) and one on the opposite side works reasonably well as a control mechanism. Unlike the key/door-combo, this one works infinite since it is independant from map reset. Use it to put a "structure" into your maps: Player must solve area A to gain access to area B. This concept can be found in nearly every RPG - simple but effective.'
3419 },
3420 'Item Match' => {
3421 attr => [
3422 [
3423 'no_pick',
3424 {
3425 type => 'fixed',
3426 value => 1
3427 }
3428 ],
3429 [
3430 'slaying',
3431 {
3432 desc => 'If the string starts with \'match \', then it is interpreted as a match expression (e.g. \'match type=POTION\', or \'match type=SPELL in applied type=CONTAINER in inv in originator\'). For details, see http://pod.tst.eu/http://cvs.schmorp.de/deliantra/server/lib/cf/match.pm Optionally you can leave out the "match " prefix.',
3433 name => 'match expression',
3434 type => 'string'
3435 }
3436 ],
3437 [
3438 'connected',
3439 {
3440 desc => 'When the match is triggered, all objects with the same connection value get activated.',
3441 name => 'connection',
3442 type => 'string'
3443 }
3444 ],
3445 [
3446 'move_on',
3447 {
3448 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
3449 name => 'movement on',
3450 type => 'movement_type'
3451 }
3452 ],
3453 [
3454 'move_off',
3455 {
3456 desc => 'Which movement types deactivate this object (e.g. button).',
3457 name => 'movement off',
3458 type => 'movement_type'
3459 }
3460 ],
3461 [
3462 'move_block',
3463 {
3464 desc => 'Objects using these movement types cannot move over this space.',
3465 name => 'blocked movement',
3466 type => 'movement_type'
3467 }
3468 ]
3469 ],
3470 desc => 'Match objects use the deliantra matching language (http://pod.tst.eu/http://cvs.schmorp.de/deliantra/server/lib/cf/match.pm) to match items on the same mapspace (if move_on/off are unset) or items trying to enter (if move_blocked is set). If a connected value is given, then it is triggered if the first object matching the expression is put on it, and the last is removed.',
3471 ignore => [
3472 $IGNORE_LIST{non_pickable},
3473 'connected'
3474 ],
3475 name => 'Item Match',
3476 use => 'If you want to trigger something else (e.g. a gate) when an item is above this object, use the move_on/move_off settings. If you want to keep something from entering if it has (or lacks) a specific item, use the move_blocked setting.'
3477 },
3478 'Item Transformer' => {
3479 attr => [
3480 [
3481 'food',
3482 {
3483 desc => '<number of uses> controls how many times the item transformer can be used. The value 0 means "unlimited"',
3484 name => 'number of uses',
3485 type => 'int'
3486 }
3487 ],
3488 [
3489 'slaying',
3490 {
3491 desc => 'Contains the verb that is used to construct a message to the player applying the item transformer.',
3492 name => 'verb',
3493 type => 'string'
3494 }
3495 ],
3496 [
3497 'startequip',
3498 {
3499 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3500 name => 'godgiven item',
3501 type => 'bool'
3502 }
3503 ],
3504 [
3505 'msg',
3506 {
3507 desc => 'This text may contain a description of the item transformer.',
3508 end => 'endmsg',
3509 name => 'description',
3510 type => 'text'
3511 }
3512 ]
3513 ],
3514 desc => 'An item transformer is simply applied, after having marked a \'victim\' item. If the victim is suitable, it will be transformed into something else.',
3515 name => 'Item Transformer',
3516 use => 'To make an item transformable, you just have to fill the \'slaying\' field. The syntax is: <br> <pre>slaying slayer:[yield ]new_item[;slayer:[yield ]new_item]*</pre> <br> with [] denoting optional part, and * any number of preceding []. \'new_item\' must be the name of an existing archetype. <br><br> Example, for object apple: slaying knife:2 half_apple <br><br> This means that, when applying a knife (should be an Item Transformer), one \'apple\' will be transformed into 2 \'half_apple\'.'
3517 },
3518 Jewel => {
3519 attr => [
3520 [
3521 'race',
3522 {
3523 type => 'fixed',
3524 value => 'gold and jewels'
3525 }
3526 ],
3527 [
3528 'msg',
3529 {
3530 desc => 'This text may describe the object.',
3531 end => 'endmsg',
3532 name => 'description',
3533 type => 'text'
3534 }
3535 ]
3536 ],
3537 desc => 'Items of the type Gold &amp; Jewels are handled like a currency. Unlike for any other type of item, in shops, the buy- and selling prices differ only marginally.',
3538 name => 'Jewel'
3539 },
3540 Key => {
3541 attr => [
3542 [
3543 'startequip',
3544 {
3545 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3546 name => 'godgiven item',
3547 type => 'bool'
3548 }
3549 ],
3550 [
3551 'no_steal',
3552 {
3553 desc => 'This item can\'t be stolen if the flag is set.',
3554 name => 'not stealable',
3555 type => 'bool'
3556 }
3557 ]
3558 ],
3559 desc => 'When carrying a key, a normal door can be opened. The key will disappear.',
3560 name => 'Key'
3561 },
3562 Lamp => {
3563 attr => [
3564 [
3565 'speed',
3566 {
3567 desc => 'This field is the speed of the lamp. (If the value 0.00208 is given here the fuel field will specify the burning duration in minutes.)',
3568 name => 'burn speed',
3569 type => 'float'
3570 }
3571 ],
3572 [
3573 'food',
3574 {
3575 desc => 'This field sets the burning duration of the lamp, which depends on the speed field of this object.',
3576 name => 'fuel',
3577 type => 'int'
3578 }
3579 ],
3580 [
3581 'range',
3582 {
3583 desc => 'This field sets the glow radius of the lamp if it is enabled. If you want to make a lamp that is already burning set the "glow radius" field.',
3584 name => 'enabled glow radius',
3585 type => 'int'
3586 }
3587 ],
3588 [
3589 'level',
3590 {
3591 desc => 'If this field specyfies the cursed effect\'s level. If it is 0 no cursed effect will be generate. See also the "cursed" flag.',
3592 name => 'level',
3593 type => 'int'
3594 }
3595 ],
3596 [
3597 'cursed',
3598 {
3599 desc => 'Cursed lamps, which have a level above 0, explode if the player applies them.',
3600 name => 'cursed',
3601 type => 'bool'
3602 }
3603 ]
3604 ],
3605 desc => 'Lamps are carryable light sources for players with a fuel tank.',
3606 name => 'Lamp'
3607 },
3608 'Locked Door' => {
3609 attr => [
3610 [
3611 'move_type',
3612 {
3613 type => 'fixed',
3614 value => 0
3615 }
3616 ],
3617 [
3618 'no_pick',
3619 {
3620 type => 'fixed',
3621 value => 1
3622 }
3623 ],
3624 [
3625 'slaying',
3626 {
3627 desc => 'The <key string> in the door must be identical with the <key string> in the special key, then the door is unlocked. It is VERY important to set the <key string> to something that is unique among the Deliantra mapset. DONT EVER USE the default string "set_individual_value". When the key string starts with "match ", then it is expected to be a match expression, which will be applied to the player, so you can use e.g. (match type=POTION in inv). Note that the matched object will be removed.',
3628 name => 'key string',
3629 type => 'string'
3630 }
3631 ],
3632 [
3633 'no_magic',
3634 {
3635 desc => 'Restricting the use of spells to pass this door. This should be set in most cases. (Don\'t forget that the spell "dimension door" is easily available at about wisdom level 10).',
3636 name => 'restrict spells',
3637 type => 'bool'
3638 }
3639 ],
3640 [
3641 'damned',
3642 {
3643 desc => 'Restricting the use of prayers to pass this door. This should be set in most cases.',
3644 name => 'restrict prayers',
3645 type => 'bool'
3646 }
3647 ],
3648 [
3649 'msg',
3650 {
3651 desc => 'When a player is trying to open the door without carrying the appropriate key, this text is displayed to the player. This is a good opportunity to place hints about the special key needed to unlock the door.',
3652 end => 'endmsg',
3653 name => 'lock message',
3654 type => 'text'
3655 }
3656 ]
3657 ],
3658 desc => 'A locked door can be opened only when carrying the appropriate special key.',
3659 ignore => [
3660 $IGNORE_LIST{non_pickable}
3661 ],
3662 name => 'Locked Door',
3663 use => 'If you want to create a locked door that cannot be opened (no key), set a &lt;key string&gt; like "no_key_available". This will clearify things and only a fool would create a key matching that string. Door-objects can not only be used for "doors". In many maps these are used with all kinds of faces/names, especially often as "magic force". A good example is the map "Lake_Country/ebony/masterlev". There you have magic forces (door objects) put under certain artifact items. To get your hands on the artifacts, you need to bring up the appropriate quest items (key objects).'
3664 },
3665 'Magic Ear' => {
3666 attr => [
3667 [
3668 'no_pick',
3669 {
3670 type => 'fixed',
3671 value => 1
3672 }
3673 ],
3674 [
3675 'connected',
3676 {
3677 desc => 'The Magic_ear will trigger all objects with the same connection value, every time it is activated.',
3678 name => 'connection',
3679 type => 'string'
3680 }
3681 ],
3682 [
3683 'msg',
3684 {
3685 desc => 'This textfield contains the keyword-matching-syntax. The text should have the following format: "@match <keyword1>|<keyword2>|... ". Any number of keywords from one to infinite is allowed. Make sure they are seperated by a \'|\'. Examples: "@match yes", "@match gold|treasure". The connected value will be triggerd when the player speaks any of the given keywords within a two-square radius. IMPORTANT: Upper/lower case does not make a difference!',
3686 end => 'endmsg',
3687 name => 'keyword-matching',
3688 type => 'text'
3689 }
3690 ]
3691 ],
3692 desc => 'Magic_ears trigger a connected value when the player speaks a specific keyword.',
3693 ignore => [
3694 $IGNORE_LIST{system_object},
3695 'connected'
3696 ],
3697 name => 'Magic Ear',
3698 use => 'Whenever you put magic_ears on your maps, make sure there are CLEAR and RELYABLE hints about the keywords somewhere. Don\'t make something like a gate that is opened by speaking "open" or "sesame", expecting the player to figure this out all by himself. <br><br> Magic_ears are typically used for interaction with NPCs. You can create the impression that the NPC actually *does* something according to his conversation with a player. Mostly this means opening a gate or handing out some item, but you could be quite creative here.'
3699 },
3700 'Magic Wall' => {
3701 attr => [
3702 [
3703 'dam',
3704 {
3705 desc => 'The magic wall will cast this <spell>.',
3706 name => 'spell',
3707 type => 'spell'
3708 }
3709 ],
3710 [
3711 'level',
3712 {
3713 desc => 'The wall will cast it\'s spells at level <spell level>. "level 1" walls cast spells at minimal strength. "level 100" walls cast deadly spells. Arch default is level 1 - you should always set this value to meet the overall difficulty of your map.',
3714 name => 'spell level',
3715 type => 'int'
3716 }
3717 ],
3718 [
3719 'connected',
3720 {
3721 desc => 'Every time the <connection> value is triggered, the wall will cast it\'s spell. You should set <casting speed> to zero, or this won\'t have much visible effect.',
3722 name => 'connection',
3723 type => 'string'
3724 }
3725 ],
3726 [
3727 'activate_on_push',
3728 {
3729 desc => 'Whether the teleporter should only be activated on push.',
3730 name => 'activate on push',
3731 type => 'bool'
3732 }
3733 ],
3734 [
3735 'activate_on_release',
3736 {
3737 desc => 'Whether the teleporter should only be activated on release.',
3738 name => 'activate on release',
3739 type => 'bool'
3740 }
3741 ],
3742 [
3743 'speed',
3744 {
3745 desc => 'The <casting speed> defines the spellcasting speed of the wall. You can fine-tune how long the duration between two casts shall be. If you want to create a wall that can be activated (cast per trigger) via connected lever/button/etc, you must set "speed 0".',
3746 name => 'casting speed',
3747 type => 'float'
3748 }
3749 ],
3750 [
3751 'speed_left',
3752 {
3753 desc => 'The speed left to the object. On every tick, if this value is higher than 0, the object acts/triggers/moves etc. and the value gets decremented by 1. Otherwise, it is incremented by <speed> on every tick.',
3754 name => 'speed left',
3755 type => 'float'
3756 }
3757 ],
3758 [
3759 'sp',
3760 {
3761 desc => 'The magic wall will cast it\'s spells always in the specified <direction>. A magic wall with direction set to <none> will always fire in a random direction.',
3762 name => 'direction',
3763 type => 'list',
3764 value => $LIST{direction}
3765 }
3766 ],
3767 [
3768 'move_block',
3769 {
3770 desc => 'Objects using these movement types cannot move over this space.',
3771 name => 'blocked movement',
3772 type => 'movement_type'
3773 }
3774 ],
3775 [
3776 'move_allow',
3777 {
3778 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
3779 name => 'allowed movement',
3780 type => 'movement_type'
3781 }
3782 ],
3783 [
3784 'move_slow',
3785 {
3786 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
3787 name => 'slowed movement',
3788 type => 'movement_type'
3789 }
3790 ],
3791 [
3792 'move_slow_penalty',
3793 {
3794 desc => 'If <slow movement> is set to a value greater zero, all creatures matching \'slow move\' will be slower than normal on this spot. <slow movement> 1 - rough terrain <slow movement> 2 - very rough terrain ... <slow movement> 5 - default for deep swamp ... <slow movement> 7 - spider web (sticky as hell)',
3795 name => 'slow movement penalty',
3796 type => 'int'
3797 }
3798 ]
3799 ],
3800 desc => 'Magic walls fire spells in a given direction, in regular intervals. Magic walls can contain any spell. However, some spells do not operate very successfully in them. The only way to know is to test the spell you want to use with a wall. <br><br> Several types of magical walls are predefined for you in the archetypes, and can be found on the "connected" Pickmap.',
3801 ignore => [
3802 $IGNORE_LIST{non_pickable},
3803 'connected'
3804 ],
3805 name => 'Magic Wall',
3806 section => [
3807 [
3808 'destroyable',
3809 [
3810 [
3811 'alive',
3812 {
3813 desc => 'Walls with <is destroyable> enabled can be attacked and (eventually) destroyed by the player. If disabled, all other attributes on this tab, as well as resistances, are meaningless.',
3814 name => 'is destroyable',
3815 type => 'bool'
3816 }
3817 ],
3818 [
3819 'hp',
3820 {
3821 desc => 'The more <hitpoints> the wall has, the longer it takes to be destroyed.',
3822 name => 'hitpoints',
3823 type => 'int'
3824 }
3825 ],
3826 [
3827 'maxhp',
3828 {
3829 desc => '<max hitpoints> are the maximum amount of hitpoints the wall can have. This only makes sense if the wall can regain health.',
3830 name => 'max hitpoints',
3831 type => 'int'
3832 }
3833 ],
3834 [
3835 'ac',
3836 {
3837 desc => 'A magic wall of high <armour class> is less likely to get hit from an opponent. <armour class> can be considered the "counterpiece" to <weapon class>.',
3838 name => 'armour class',
3839 type => 'int'
3840 }
3841 ]
3842 ]
3843 ],
3844 [
3845 'resistance',
3846 [
3847 [
3848 'resist_physical',
3849 {
3850 name => 'resist physical %',
3851 type => 'int'
3852 }
3853 ],
3854 [
3855 'resist_magic',
3856 {
3857 name => 'resist magic %',
3858 type => 'int'
3859 }
3860 ],
3861 [
3862 'resist_fire',
3863 {
3864 name => 'resist fire %',
3865 type => 'int'
3866 }
3867 ],
3868 [
3869 'resist_electricity',
3870 {
3871 name => 'resist electricity %',
3872 type => 'int'
3873 }
3874 ],
3875 [
3876 'resist_cold',
3877 {
3878 name => 'resist cold %',
3879 type => 'int'
3880 }
3881 ],
3882 [
3883 'resist_confusion',
3884 {
3885 name => 'resist confusion %',
3886 type => 'int'
3887 }
3888 ],
3889 [
3890 'resist_acid',
3891 {
3892 name => 'resist acid %',
3893 type => 'int'
3894 }
3895 ],
3896 [
3897 'resist_drain',
3898 {
3899 name => 'resist draining %',
3900 type => 'int'
3901 }
3902 ],
3903 [
3904 'resist_weaponmagic',
3905 {
3906 name => 'resist weaponmagic %',
3907 type => 'int'
3908 }
3909 ],
3910 [
3911 'resist_ghosthit',
3912 {
3913 name => 'resist ghosthit %',
3914 type => 'int'
3915 }
3916 ],
3917 [
3918 'resist_poison',
3919 {
3920 name => 'resist poison %',
3921 type => 'int'
3922 }
3923 ],
3924 [
3925 'resist_slow',
3926 {
3927 name => 'resist slow %',
3928 type => 'int'
3929 }
3930 ],
3931 [
3932 'resist_paralyze',
3933 {
3934 name => 'resist paralyze %',
3935 type => 'int'
3936 }
3937 ],
3938 [
3939 'resist_fear',
3940 {
3941 name => 'resist fear %',
3942 type => 'int'
3943 }
3944 ],
3945 [
3946 'resist_deplete',
3947 {
3948 name => 'resist depletion %',
3949 type => 'int'
3950 }
3951 ],
3952 [
3953 'resist_death',
3954 {
3955 name => 'resist death-attack %',
3956 type => 'int'
3957 }
3958 ],
3959 [
3960 'resist_chaos',
3961 {
3962 name => 'resist chaos %',
3963 type => 'int'
3964 }
3965 ],
3966 [
3967 'resist_blind',
3968 {
3969 name => 'resist blinding %',
3970 type => 'int'
3971 }
3972 ],
3973 [
3974 'resist_holyword',
3975 {
3976 name => 'resist holy power %',
3977 type => 'int'
3978 }
3979 ],
3980 [
3981 'resist_godpower',
3982 {
3983 name => 'resist godpower %',
3984 type => 'int'
3985 }
3986 ]
3987 ]
3988 ]
3989 ],
3990 use => 'Spellcasting walls pose an interesting alternative to monsters. Usually they are set to be undestroyable. Thus, while monsters in a map can be cleared out, the magic walls remain. Low level characters for example will not be able to pass through their spell-area, hence they cannot loot a map that a high level character might have cleared out. <br><br> Another point of magic walls is that if the player dies, he has to face them all again. Magic walls can add a kind of "permanent thrill" to your maps. <br><br> Be careful that your magic walls don\'t kill the monsters on a map. If placing monsters, eventually take ones that are immune to the walls\' spell(s). <br><br> It is possible to make walls rotate when triggered. But that is so confusing (and useless IMHO) that I did not mention it above. You can find a working example on the map "/pup_land/castle_eureca/castle_eureca8".'
3991 },
3992 'Map Script' => {
3993 attr => [
3994 [
3995 'connected',
3996 {
3997 desc => 'When the map script object is triggered, it will execute the perl script with the triggering object as $activator.',
3998 name => 'connection',
3999 type => 'string'
4000 }
4001 ],
4002 [
4003 'activate_on_push',
4004 {
4005 desc => 'Whether the teleporter should only be activated on push.',
4006 name => 'activate on push',
4007 type => 'bool'
4008 }
4009 ],
4010 [
4011 'activate_on_release',
4012 {
4013 desc => 'Whether the teleporter should only be activated on release.',
4014 name => 'activate on release',
4015 type => 'bool'
4016 }
4017 ],
4018 [
4019 'msg',
4020 {
4021 desc => 'This perl script will be executed each time the objetc is triggered.',
4022 end => 'endmsg',
4023 name => 'script',
4024 type => 'text'
4025 }
4026 ]
4027 ],
4028 desc => 'The map script object is a very special object that can react to connected events and executes a perl script in the msg slot.',
4029 ignore => [
4030 $IGNORE_LIST{system_object},
4031 'connected'
4032 ],
4033 name => 'Map Script',
4034 use => 'The perl script gets passed a $state value and $activator, $self, $originator objects and can use the set/get/find/timer functions to react to/trigger other objects. See http://pod.tst.eu/http://cvs.schmorp.de/deliantra/server/lib/cf/mapscript.pm for details.'
4035 },
4036 Marker => {
4037 attr => [
4038 [
4039 'no_pick',
4040 {
4041 type => 'fixed',
4042 value => 1
4043 }
4044 ],
4045 [
4046 'slaying',
4047 {
4048 desc => 'The <key string> can be detected by inv. checkers/detectors. If the player already has a force with that <key string>, there won\'t be inserted a second one.',
4049 name => 'key string',
4050 type => 'string'
4051 }
4052 ],
4053 [
4054 'connected',
4055 {
4056 desc => 'When the detector is triggered, all objects with the same connection value get activated.',
4057 name => 'connection',
4058 type => 'string'
4059 }
4060 ],
4061 [
4062 'speed',
4063 {
4064 desc => 'The <marking speed> defines how quickly it will mark something standing on the marker. Set this value rather high to make sure the player really gets his mark. I think <marking speed> 1.0 should do fine.',
4065 name => 'marking speed',
4066 type => 'float'
4067 }
4068 ],
4069 [
4070 'speed_left',
4071 {
4072 desc => 'The speed left to the object. On every tick, if this value is higher than 0, the object acts/triggers/moves etc. and the value gets decremented by 1. Otherwise, it is incremented by <speed> on every tick.',
4073 name => 'speed left',
4074 type => 'float'
4075 }
4076 ],
4077 [
4078 'food',
4079 {
4080 desc => 'This value defines the duration of the force it inserts. If nonzero, the duration of the player\'s mark is finite: about 1 food per 10 seconds. <mark duration> zero/unset means the mark will stay on the player forever.',
4081 name => 'mark duration',
4082 type => 'int'
4083 }
4084 ],
4085 [
4086 'name',
4087 {
4088 desc => 'When the player steps onto the marker, all existing forces in the players inventory with a <key string> matching <delete mark> will be removed. If you don\'t want to remove any marks, leave this textfield empty. Note that the string <delete mark> is set as the name of this marker. So don\'t be confused, and remember changing the name will take effect on the marker\'s functionality.',
4089 name => 'delete mark',
4090 type => 'string'
4091 }
4092 ],
4093 [
4094 'msg',
4095 {
4096 desc => 'In the moment when the player gets marked, this text is displayed to him. You should really set a message in any marker you create, because it\'s the only way for the player to notice what\'s going on.',
4097 end => 'endmsg',
4098 name => 'marking message',
4099 type => 'text'
4100 }
4101 ]
4102 ],
4103 desc => 'A marker is an object that inserts an invisible force (a mark) into a player stepping on it. This force does nothing except containing a &lt;key string&gt; which can be discovered by detectors or inventory checkers. It is also possible to use markers for removing marks again (by setting the "name" slot to the name of the marker to be removed). <br><br> Note that the player has no possibility to "see" his own marks, except by the effect that they cause on the maps.',
4104 ignore => [
4105 $IGNORE_LIST{system_object},
4106 'connected'
4107 ],
4108 name => 'Marker',
4109 use => 'Markers hold real cool possibilities for map-making. I encourage you to use them frequently. However there is one negative point about markers: Players don\'t "see" what\'s going on with them. It is your task, as map-creator, to make sure the player is always well informed and never confused. <br><br> Please avoid infinite markers when they aren\'t needed. They\'re using a little space in the player file after all, so if there is no real purpose, set an expire time.'
4110 },
4111 Misc => {
4112 attr => [
4113 [
4114 'move_block',
4115 {
4116 desc => 'Objects using these movement types cannot move over this space.',
4117 name => 'blocked movement',
4118 type => 'movement_type'
4119 }
4120 ],
4121 [
4122 'move_allow',
4123 {
4124 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
4125 name => 'allowed movement',
4126 type => 'movement_type'
4127 }
4128 ],
4129 [
4130 'move_slow',
4131 {
4132 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
4133 name => 'slowed movement',
4134 type => 'movement_type'
4135 }
4136 ],
4137 [
4138 'move_slow_penalty',
4139 {
4140 desc => 'If <slow movement> is set to a value greater zero, all creatures matching \'slow move\' will be slower than normal on this spot. <slow movement> 1 - rough terrain <slow movement> 2 - very rough terrain ... <slow movement> 5 - default for deep swamp ... <slow movement> 7 - spider web (sticky as hell)',
4141 name => 'slow movement penalty',
4142 type => 'int'
4143 }
4144 ],
4145 [
4146 'cursed',
4147 {
4148 desc => 'Curses can have various effects: On equipment and food, they generally harm the player in some way.',
4149 name => 'cursed',
4150 type => 'bool'
4151 }
4152 ],
4153 [
4154 'damned',
4155 {
4156 desc => 'A damned item/floor on the ground makes it impossible for players to use prayers on that spot. It also prevents players from saving. Damnation on equipment works similar to a curse.',
4157 name => 'damned',
4158 type => 'bool'
4159 }
4160 ],
4161 [
4162 'unique',
4163 {
4164 desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
4165 name => 'unique item',
4166 type => 'bool'
4167 }
4168 ],
4169 [
4170 'startequip',
4171 {
4172 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
4173 name => 'godgiven item',
4174 type => 'bool'
4175 }
4176 ],
4177 [
4178 'msg',
4179 {
4180 desc => 'This text may describe the object.',
4181 end => 'endmsg',
4182 name => 'description',
4183 type => 'text'
4184 }
4185 ]
4186 ],
4187 name => 'Misc'
4188 },
4189 Money => {
4190 attr => [
4191 [
4192 'race',
4193 {
4194 type => 'fixed',
4195 value => 'gold and jewels'
4196 }
4197 ]
4198 ],
4199 desc => 'Items of the type Money are handled as currency. Money cannot be sold/bought in shops. When money is dropped in a shop, it stays the same.<br> When a player picks an item from a shop and attempts to walk over the shop mat, the item\'s selling-price is automatically subtracted from the player\'s money. <br><br> For money, always use the default arches. Don\'t modify them.',
4200 ignore => [
4201 'unpaid'
4202 ],
4203 name => 'Money'
4204 },
4205 'Monster & NPC' => {
4206 attr => [
4207 [
4208 'alive',
4209 {
4210 type => 'fixed',
4211 value => 1
4212 }
4213 ],
4214 [
4215 'randomitems',
4216 {
4217 desc => 'When the monster is killed, items from the treasurelist will drop to the ground. This is a common way to reward players for killing (masses of) monsters. Note that you can always put items into the monster\'s inventory. Those will drop-at-kill just like the stuff from the <treasurelist>.',
4218 name => 'treasurelist',
4219 type => 'treasurelist'
4220 }
4221 ],
4222 [
4223 'treasure_env',
4224 {
4225 desc => 'Set this flag to move treasure items created into the environment (map) instead of putting them into the object.',
4226 name => 'treasure in env',
4227 type => 'bool'
4228 }
4229 ],
4230 [
4231 'level',
4232 {
4233 desc => 'A monster\'s <level> is the most important attribute. <level> affects the power of a monster in various ways.',
4234 name => 'level',
4235 type => 'int'
4236 }
4237 ],
4238 [
4239 'race',
4240 {
4241 desc => 'Every monster should have a race set to categorize it. The monster\'s <race> can have different effects: Slaying weapons inflict tripple damage against enemy races and holy word kills only enemy races of the god.',
4242 name => 'race',
4243 type => 'string'
4244 }
4245 ],
4246 [
4247 'exp',
4248 {
4249 desc => 'When a player kills this monster, he will get exactly this amount of <experience>. The experience will flow into the skill-category the player used for the kill. If you create special monsters of tweaked strenght/abilities, always make sure that the <experience> is set to a reasonable value. Compare with existing arches to get a feeling what reasonable means. Keep in mind that spellcasting monsters are a lot harder to kill than non-spellcasters!',
4250 name => 'experience',
4251 type => 'int'
4252 }
4253 ],
4254 [
4255 'speed',
4256 {
4257 desc => 'The <speed> determines how fast a monster will both move and fight. High <speed> makes a monster considerably stronger.',
4258 name => 'speed',
4259 type => 'float'
4260 }
4261 ],
4262 [
4263 'speed_left',
4264 {
4265 desc => 'The speed left to the object. On every tick, if this value is higher than 0, the object acts/triggers/moves etc. and the value gets decremented by 1. Otherwise, it is incremented by <speed> on every tick.',
4266 name => 'speed left',
4267 type => 'float'
4268 }
4269 ],
4270 [
4271 'other_arch',
4272 {
4273 desc => 'This only takes effect if <multiply> is enabled. The monster will create a <breed monster> every once in a while. <breed monster> can be set to any valid arch-name of a monster. Multipart monster should not be used.',
4274 name => 'breed monster',
4275 type => 'string'
4276 }
4277 ],
4278 [
4279 'generator',
4280 {
4281 desc => 'Monsters with <generator> enabled will create a <breed monster> every once in a while. Mice are a good example for this effect. If enabled, you must also set <breed monster> or check <template generation> and put other monsters in the inventory.',
4282 name => 'multiply',
4283 type => 'bool'
4284 }
4285 ],
4286 [
4287 'use_content_on_gen',
4288 {
4289 desc => 'This only takes effect if <multiply> is enabled. The monster will create a new monster every once in a while by duplicating it\'s inventory. In this case, the <breed monster> value is never used and can be forgotten. Each time the monster need to generate an object, it will be a randomly chosen item from the inventory. When generator is destroyed, inventory is destroyed.',
4290 name => 'template generation',
4291 type => 'bool'
4292 }
4293 ],
4294 [
4295 'move_type',
4296 {
4297 desc => 'Determines which kinds of movement this object can use (e.g. for monsters) or grants (e.g. for amulets).',
4298 name => 'movement type',
4299 type => 'movement_type'
4300 }
4301 ],
4302 [
4303 'undead',
4304 {
4305 desc => 'Several spells only affect undead monsters: turn undead, banish undead, holy word, etc.',
4306 name => 'undead',
4307 type => 'bool'
4308 }
4309 ],
4310 [
4311 'carrying',
4312 {
4313 desc => 'If a monster has something in the inventory, this value can be set to reflect the slowdown due to the carried weight.',
4314 name => 'carries weight',
4315 type => 'int'
4316 }
4317 ],
4318 [
4319 'precious',
4320 {
4321 desc => 'Set this flag to indicate that this monster is precious, i.e. it should not be lightly destroyed. This is most useful on pets and keeps the server from destroying them on destroy_pets/monster floors and will try to save them when the player logs out.',
4322 name => 'precious',
4323 type => 'bool'
4324 }
4325 ],
4326 [
4327 'msg',
4328 {
4329 end => 'endmsg',
4330 name => 'npc message',
4331 type => 'text'
4332 }
4333 ]
4334 ],
4335 desc => 'Monsters can behave in various kinds of ways. They can be aggressive, attacking the player. Or peaceful, helping the player - maybe joining him as pet. The unagressive creatures who communicate with players are usually called "NPCs" (Non Player Character), a well-known term in role-play environments.',
4336 ignore => [
4337 'material',
4338 'name_pl',
4339 'nrof',
4340 'value',
4341 'unpaid'
4342 ],
4343 name => 'Monster & NPC',
4344 section => [
4345 [
4346 'melee',
4347 [
4348 [
4349 'attacktype',
4350 {
4351 desc => 'This number is a bitmask, specifying the monster\'s attacktypes for melee damage. Attacktypes are: physical, magical, fire, cold.. etc. Strong monsters often have more than just physical attacktype. When a monster with multiple attacktypes hits aan oponent, it will do as much damage as the "best" of it\'s attacktypes does. So, the more attacktypes, the more dangerous. Attacktypes "magic" and "chaos" are somehow exceptions.',
4352 name => 'attacktype',
4353 type => 'bitmask',
4354 value => $BITMASK{attacktype}
4355 }
4356 ],
4357 [
4358 'dam',
4359 {
4360 desc => 'Among other parameters, <damage> affects how much melee damage a monster inflicts. <damage> is used as base value for damage per hit. <level>, <speed>, <weapon class> and resistances also take effect on the melee damage of a monster.',
4361 name => 'damage',
4362 type => 'int'
4363 }
4364 ],
4365 [
4366 'wc',
4367 {
4368 desc => 'Monsters of high <weapon class> are more likely to really hit their opponent. <weapon class> can be considered the "counterpiece" to <armour class>.',
4369 name => 'weapon class',
4370 type => 'int'
4371 }
4372 ],
4373 [
4374 'hp',
4375 {
4376 desc => 'The <health points> of a monster define how long it takes to kill it. With every successful hit from an opponent, <health points> get drained - The monster dies by zero <health points>.',
4377 name => 'health points',
4378 type => 'int'
4379 }
4380 ],
4381 [
4382 'maxhp',
4383 {
4384 desc => '<max health> is the maximum amount of <health points> this monster can have.',
4385 name => 'max health',
4386 type => 'int'
4387 }
4388 ],
4389 [
4390 'ac',
4391 {
4392 desc => 'Monsters of low <armour class> are less likely to get hit from their opponent. <armour class> can be considered the "counterpiece" to <weapon class>. Values typically range between +20 (very bad) to -20 (quite good).',
4393 name => 'armour class',
4394 type => 'int'
4395 }
4396 ],
4397 [
4398 'Con',
4399 {
4400 desc => 'Monsters regenerate this many health points each 4 ticks. Hence, the healing rate is independent of <speed>.',
4401 name => 'healing rate',
4402 type => 'int'
4403 }
4404 ],
4405 [
4406 'reflect_missile',
4407 {
4408 desc => 'A monster with this flag has the ability to <reflect missiles>, all kinds of projectiles (e.g. arrows, bolts, boulders) will bounce off.',
4409 name => 'reflect missiles',
4410 type => 'bool'
4411 }
4412 ],
4413 [
4414 'hitback',
4415 {
4416 desc => 'Monsters with <hitback> enabled hurt the attacker in proportion to the amount of damage the *attacker* inflicted. This damage is additional to the regular melee damage of the monster. As far as I know, hitback uses acid attacktype, and it only takes effect if the monster actually has acid attacktype at it\'s disposal. Acid spheres for example use this feature.',
4417 name => 'hitback',
4418 type => 'bool'
4419 }
4420 ],
4421 [
4422 'one_hit',
4423 {
4424 desc => 'Monsters with <one hit only> dissapear after one successful hit to a player.',
4425 name => 'one hit only',
4426 type => 'bool'
4427 }
4428 ]
4429 ]
4430 ],
4431 [
4432 'spellcraft',
4433 [
4434 [
4435 'can_cast_spell',
4436 {
4437 desc => 'If <can cast spell> is disabled, the monster cannot cast any spell. Only wands/rods/etc can be used, given the appropriate abilities.',
4438 name => 'can cast spell',
4439 type => 'bool'
4440 }
4441 ],
4442 [
4443 'reflect_spell',
4444 {
4445 desc => 'A monster with this flag has the ability to <reflect spells>, all kinds of spell-bullets and -beams will bounce off. Generally this flag should not be set because it puts wizard-type players at an unfair disadvantage.',
4446 name => 'reflect spells',
4447 type => 'bool'
4448 }
4449 ],
4450 [
4451 'sp',
4452 {
4453 desc => 'Like players, monsters need <spellpoints> to do magic. Monsters use them for both wizard- and prayer-spells. However, this value defines only the amount of *initial* spellpoints the monster starts with. When creating a spellcasting monster, remember that <max spellpoints> and <spellpoint regen.> are more important than just initial <spellpoints>.',
4454 name => 'spellpoints',
4455 type => 'int'
4456 }
4457 ],
4458 [
4459 'maxsp',
4460 {
4461 desc => '<max spellpoints> is the maximum number of spellpoints a monster can hold. Setting this to high values has little effect unless the monster has a decent <spellpoint regen.>, or the spell "regenerate mana" at it\'s disposal.',
4462 name => 'max spellpoints',
4463 type => 'int'
4464 }
4465 ],
4466 [
4467 'Pow',
4468 {
4469 desc => 'Monsters regenerate this many spellpoints each 16 ticks. Hence, the spellpoint regeneration rate is independent of <speed>. To make a real tough spellcasting monster, the rate of spellpoint regeneration is most important. If your monster is still not casting fast enough, give it the spell-ability of "regenerate mana". That, paired with high <max spellpoints>, is the ultimate thing.',
4470 name => 'spellpoint regen.',
4471 type => 'int'
4472 }
4473 ],
4474 [
4475 'path_attuned',
4476 {
4477 desc => 'Click on the <attuned paths> button to select spellpaths. The creature will get attuned to the specified spellpaths.',
4478 name => 'attuned paths',
4479 type => 'bitmask',
4480 value => $BITMASK{spellpath}
4481 }
4482 ],
4483 [
4484 'path_repelled',
4485 {
4486 desc => 'Click on the <repelled paths> button to select spellpaths. The creature will get repelled to the specified spellpaths.',
4487 name => 'repelled paths',
4488 type => 'bitmask',
4489 value => $BITMASK{spellpath}
4490 }
4491 ],
4492 [
4493 'path_denied',
4494 {
4495 desc => 'Click on the <denied paths> button to select spellpaths. The creature won\'t be able to cast spells of the specified paths.',
4496 name => 'denied paths',
4497 type => 'bitmask',
4498 value => $BITMASK{spellpath}
4499 }
4500 ]
4501 ]
4502 ],
4503 [
4504 'ability',
4505 [
4506 [
4507 'Int',
4508 {
4509 desc => 'The <detect hidden> value gives monsters the ablitity to find hidden/invisible creatures. Higher values make for better detection-skills. Enabling <see invisible> makes this value obsolete.',
4510 name => 'detect hidden',
4511 type => 'int'
4512 }
4513 ],
4514 [
4515 'see_invisible',
4516 {
4517 desc => 'A monster with the ability to <see invisible> cannot be fooled with by invisible or hiding players. This flag is a must-have for high-level monsters. When a monster is unable to detect invisible players, it can be killed without fighting back.',
4518 name => 'see invisible',
4519 type => 'bool'
4520 }
4521 ],
4522 [
4523 'can_see_in_dark',
4524 {
4525 desc => 'A monster with the ability to <see in darkness> cannot be fooled by spells of darkness or dark maps. This flag is a "should-have" for high-level monsters. When a monster is unable to see in darkness, players can cast darkness and sneak around it safely.',
4526 name => 'see in darkness',
4527 type => 'bool'
4528 }
4529 ],
4530 [
4531 'can_use_weapon',
4532 {
4533 desc => 'Monster is able to wield weapon type objects.',
4534 name => 'can use weapons',
4535 type => 'bool'
4536 }
4537 ],
4538 [
4539 'can_use_bow',
4540 {
4541 desc => 'Monster is able to use missile-weapon type objects.',
4542 name => 'can use bows',
4543 type => 'bool'
4544 }
4545 ],
4546 [
4547 'can_use_armour',
4548 {
4549 desc => 'Monster is able to wear protective equipment like brestplate armour, shields, helmets etc.',
4550 name => 'can use armour',
4551 type => 'bool'
4552 }
4553 ],
4554 [
4555 'can_use_ring',
4556 {
4557 desc => 'Monster is able to wear rings.',
4558 name => 'can use rings',
4559 type => 'bool'
4560 }
4561 ],
4562 [
4563 'can_use_wand',
4564 {
4565 desc => 'Monster is able to use wands and staves.',
4566 name => 'can use wands',
4567 type => 'bool'
4568 }
4569 ],
4570 [
4571 'can_use_rod',
4572 {
4573 desc => 'Monster is able to use rods.',
4574 name => 'can use rods',
4575 type => 'bool'
4576 }
4577 ],
4578 [
4579 'can_use_scroll',
4580 {
4581 desc => 'Monster is able to read scrolls.',
4582 name => 'can use scrolls',
4583 type => 'bool'
4584 }
4585 ],
4586 [
4587 'can_use_skill',
4588 {
4589 desc => 'Monster is able to use skills from it\'s inventory. For example, you can put a throwing skill object and some boulders into the monster\'s object and set <can use skills>.',
4590 name => 'can use skills',
4591 type => 'bool'
4592 }
4593 ]
4594 ]
4595 ],
4596 [
4597 'behave',
4598 [
4599 [
4600 'monster',
4601 {
4602 desc => 'When <monster behaviour> is enabled, this object will behave like a monster: It can move and attack enemies (which are typically players). This flag should be set for all monsters as-such. Monsters which don\'t move, like guards, should also have <monster behaviour>, but in combination with <stand still>. It should *not* be set for things like immobile generators.',
4603 name => 'monster behaviour',
4604 type => 'bool'
4605 }
4606 ],
4607 [
4608 'unaggressive',
4609 {
4610 desc => '<unaggressive> monsters do not attack players unless attacked first.',
4611 name => 'unaggressive',
4612 type => 'bool'
4613 }
4614 ],
4615 [
4616 'friendly',
4617 {
4618 desc => '<friendly> monsters help the player, attacking any non-friendly monsters in range.',
4619 name => 'friendly',
4620 type => 'bool'
4621 }
4622 ],
4623 [
4624 'stand_still',
4625 {
4626 desc => 'Monsters which <stand still> won\'t move to leave their position. When agressive, they will attack all enemies who get close to them. This behaviour is commonly known from castle guards. In older versions of Deliantra it was possible to eventually push a <stand still>-monster out of position by force. I believe this is no longer possible. Neverthless, you should still be cautious when lining up <stand still>-monster in order to "defend" something: Such monsters are rather easy to kill. It\'s good for low level maps, but not much more.',
4627 name => 'stand still',
4628 type => 'bool'
4629 }
4630 ],
4631 [
4632 'sleep',
4633 {
4634 desc => 'Being <asleep>, a monster won\'t move unless a player enters the <sensing range> of the monster. Usually the sensing range is larger than the players line of sight. Due to that, in most cases the player won\'t ever notice weither a monster was asleep or not.',
4635 name => 'asleep',
4636 type => 'bool'
4637 }
4638 ],
4639 [
4640 'will_apply',
4641 {
4642 desc => 'This entry defines which kinds of environment actions the creature is able to perform.',
4643 name => 'misc. actions',
4644 type => 'bitmask',
4645 value => $BITMASK{will_apply}
4646 }
4647 ],
4648 [
4649 'pick_up',
4650 {
4651 desc => 'Click on the <pick up> button and select which types of objects the creature should try to pick up. Note also that if <can use armor>, <can use weapon>, <can use ring>... etc are set, then the creature will pick up the matching items even if this is not set here.',
4652 name => 'pick up',
4653 type => 'bitmask',
4654 value => $BITMASK{pick_up}
4655 }
4656 ],
4657 [
4658 'Wis',
4659 {
4660 desc => '<sensing range> determines how close a player needs to be before the creature wakes up. This is done as a square, for reasons of speed. Thus, if the <sensing range> is 11, any player that moves within the 11x11 square of the monster will wake the monster up. If the player has stealth, the size of this square is reduced in half plus 1.',
4661 name => 'sensing range',
4662 type => 'int'
4663 }
4664 ],
4665 [
4666 'attack_movement_bits_0_3',
4667 {
4668 desc => 'If this is set to default, the standard mode of movement will be used.',
4669 name => 'attack movement',
4670 type => 'list',
4671 value => $LIST{attack_movement_bits_0_3}
4672 }
4673 ],
4674 [
4675 'attack_movement_bits_4_7',
4676 {
4677 desc => 'This movement is not in effect when the monster has an enemy and should only be used for non agressive monsters.',
4678 name => 'normal movement',
4679 type => 'list',
4680 value => $LIST{attack_movement_bits_4_7}
4681 }
4682 ],
4683 [
4684 'run_away',
4685 {
4686 desc => 'This is a percentage value in the range 0-100. When the monster\'s health points drop below this percentage (relative to max health), it attempts to run away from the attacker.',
4687 name => 'run at % health',
4688 type => 'int'
4689 }
4690 ]
4691 ]
4692 ],
4693 [
4694 'resistance',
4695 [
4696 [
4697 'resist_physical',
4698 {
4699 name => 'resist physical %',
4700 type => 'int'
4701 }
4702 ],
4703 [
4704 'resist_magic',
4705 {
4706 name => 'resist magic %',
4707 type => 'int'
4708 }
4709 ],
4710 [
4711 'resist_fire',
4712 {
4713 name => 'resist fire %',
4714 type => 'int'
4715 }
4716 ],
4717 [
4718 'resist_electricity',
4719 {
4720 name => 'resist electricity %',
4721 type => 'int'
4722 }
4723 ],
4724 [
4725 'resist_cold',
4726 {
4727 name => 'resist cold %',
4728 type => 'int'
4729 }
4730 ],
4731 [
4732 'resist_confusion',
4733 {
4734 name => 'resist confusion %',
4735 type => 'int'
4736 }
4737 ],
4738 [
4739 'resist_acid',
4740 {
4741 name => 'resist acid %',
4742 type => 'int'
4743 }
4744 ],
4745 [
4746 'resist_drain',
4747 {
4748 name => 'resist draining %',
4749 type => 'int'
4750 }
4751 ],
4752 [
4753 'resist_weaponmagic',
4754 {
4755 name => 'resist weaponmagic %',
4756 type => 'int'
4757 }
4758 ],
4759 [
4760 'resist_ghosthit',
4761 {
4762 name => 'resist ghosthit %',
4763 type => 'int'
4764 }
4765 ],
4766 [
4767 'resist_poison',
4768 {
4769 name => 'resist poison %',
4770 type => 'int'
4771 }
4772 ],
4773 [
4774 'resist_slow',
4775 {
4776 name => 'resist slow %',
4777 type => 'int'
4778 }
4779 ],
4780 [
4781 'resist_paralyze',
4782 {
4783 name => 'resist paralyze %',
4784 type => 'int'
4785 }
4786 ],
4787 [
4788 'resist_fear',
4789 {
4790 name => 'resist fear %',
4791 type => 'int'
4792 }
4793 ],
4794 [
4795 'resist_deplete',
4796 {
4797 name => 'resist depletion %',
4798 type => 'int'
4799 }
4800 ],
4801 [
4802 'resist_death',
4803 {
4804 name => 'resist death-attack %',
4805 type => 'int'
4806 }
4807 ],
4808 [
4809 'resist_chaos',
4810 {
4811 name => 'resist chaos %',
4812 type => 'int'
4813 }
4814 ],
4815 [
4816 'resist_blind',
4817 {
4818 name => 'resist blinding %',
4819 type => 'int'
4820 }
4821 ],
4822 [
4823 'resist_holyword',
4824 {
4825 name => 'resist holy power %',
4826 type => 'int'
4827 }
4828 ],
4829 [
4830 'resist_godpower',
4831 {
4832 name => 'resist godpower %',
4833 type => 'int'
4834 }
4835 ]
4836 ]
4837 ]
4838 ],
4839 use => 'Monsters play a central role in most maps. Choosing the right combination of monsters for your map is vital: <UL> <LI> Place only monsters of slightly varying (increasing) strength. It\'s no fun to play for two hours just to find out the last monster is unbeatable. Similar, it\'s not exciting to fight orcs after passing a room of dragons.<br> This rule applies only for linear maps (one room after the other), with treasure at the end. You can sprinkle the treasure around, or make non-linear maps - That is often more entertaining. <LI> Places with high level monsters must not be easy to reach. Balrogs, Dragonmen and the likes should be at the end of a quest, not at the beginning. <LI> Don\'t stick monsters together that tend to kill each other. Fire- and cold dragons in one room for example is a bad idea. By weakening and killing each other they are easy prey for players, not worth the experience they hold. <LI> Create your own monsters, especially for "boss"-type monsters. Having stage-bosses guarding treasure is a lot of fun when done right. Avoid to create monsters with completely non-intuitive abilities: Don\'t give ice-spells to firedragons or vice versa. Don\'t add draining attack to trolls, etc. Additionally, you should inform the player before he bumps right into some very special/unusual monster. <LI> Last but not least: Always keep an eye on the experience your monsters hold. Design your maps in a way that high experience is always well-defended. Don\'t make large rooms full with only one kind of monster. Keep in mind the different abilities/techniques players can use. </UL> I know it\'s impossible to make the perfectly balanced map. There\'s always some part which is found too easy or too hard for a certain kind of player. Just give it your best shot. And listen to feedback from players if you receive some. :-)'
4840 },
4841 'Monster (Grimreaper)' => {
4842 desc => 'A grimreaper is a monster that vanishes after it did some number of draining attacks.',
4843 ignore => [
4844 'material',
4845 'name_pl',
4846 'nrof',
4847 'value',
4848 'unpaid'
4849 ],
4850 import => [
4851 'Monster & NPC'
4852 ],
4853 name => 'Monster (Grimreaper)',
4854 section => [
4855 [
4856 'grimreaper',
4857 [
4858 [
4859 'value',
4860 {
4861 desc => 'The object vanishes after this number of draining attacks.',
4862 name => 'attacks',
4863 type => 'int'
4864 }
4865 ]
4866 ]
4867 ]
4868 ]
4869 },
4870 'Mood Floor' => {
4871 attr => [
4872 [
4873 'no_pick',
4874 {
4875 type => 'fixed',
4876 value => 1
4877 }
4878 ],
4879 [
4880 'last_sp',
4881 {
4882 desc => '<mood> is used to determine what will happen to the monster when affected by the mood floor: <mood> \'furious\': Makes all monsters aggressive <mood> \'angry\': As above but pets are unaffected <mood> \'calm\': Makes all monsters unaggressive <mood> \'sleep\': Puts all monsters to sleep <mood> \'charm\': Turns monster into a pet of person who triggers the square. This setting is not enabled for continous operation, you need to insert a <connection> value!',
4883 name => 'mood',
4884 type => 'list',
4885 value => $LIST{mood}
4886 }
4887 ],
4888 [
4889 'connected',
4890 {
4891 desc => 'This should only be set in combination with <mood number> 4. Normally, monsters are affected by the mood floor as soon as they step on it. But charming (monster -> pet) is too powerful, so it needs to be activated. Typically it is connected to an altar, for buying a "hireling". But a powerful pet could as well be the reward for solving a quest. Or even better: It could be *part* of a quest!',
4892 name => 'connection',
4893 type => 'string'
4894 }
4895 ],
4896 [
4897 'no_magic',
4898 {
4899 desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
4900 name => 'no spells',
4901 type => 'bool'
4902 }
4903 ],
4904 [
4905 'damned',
4906 {
4907 desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
4908 name => 'no prayers',
4909 type => 'bool'
4910 }
4911 ]
4912 ],
4913 desc => 'As the name implies, mood floors can change the "mood" of a monsters/NPC. For example, an unagressive monster could be turned mad to start attacking. Similar, an agressive monster could be calmed.',
4914 ignore => [
4915 $IGNORE_LIST{system_object},
4916 'connected'
4917 ],
4918 name => 'Mood Floor',
4919 use => 'Mood floors are absolutely cool for NPC interaction. To make an unaggressive monster/NPC attack, put a creator with "other_arch furious_floor" under it. Connect the creator to a magic_ear, so the player speaks a keyword like "stupid sucker" - and the monster attacks. <br><br> To turn an NPC into a pet, put a charm_floor under it and connect it directly to a magic_ear. Then the player speaks a keyword like "help me" - and the NPC joins him as pet. <br><br> (Of course you must always give clear hints about keywords! And there is no reason why you couldn\'t use a button/lever/pedestal etc. instead of a magic_ear.)'
4920 },
4921 Mover => {
4922 attr => [
4923 [
4924 'attacktype',
4925 {
4926 desc => 'If forced movement is enabled, the mover "freezes" anyone it moves (so they are forced to move along a chain). For players there is no way to escape this forced movement, except being pushed by a second player.',
4927 name => 'forced movement',
4928 type => 'bool'
4929 }
4930 ],
4931 [
4932 'maxsp',
4933 {
4934 desc => 'The player will be "frozen" for that many moves. If <freeze duration> is zero, with <forced movement> enabled, then <freeze duration> gets assigned the "default value" 2 automatically.',
4935 name => 'freeze duration',
4936 type => 'int'
4937 }
4938 ],
4939 [
4940 'speed',
4941 {
4942 desc => 'The movement speed value determines how fast a chain of these movers will push a player along (default is -0.2).',
4943 name => 'movement speed',
4944 type => 'float'
4945 }
4946 ],
4947 [
4948 'speed_left',
4949 {
4950 desc => 'The speed left to the object. On every tick, if this value is higher than 0, the object acts/triggers/moves etc. and the value gets decremented by 1. Otherwise, it is incremented by <speed> on every tick.',
4951 name => 'speed left',
4952 type => 'float'
4953 }
4954 ],
4955 [
4956 'sp',
4957 {
4958 desc => 'The mover will push creatures in the specified <direction>. A mover with direction set to <none> will spin clockwise, thus pushing creatures in unpredictable directions.',
4959 name => 'direction',
4960 type => 'list',
4961 value => $LIST{direction}
4962 }
4963 ],
4964 [
4965 'lifesave',
4966 {
4967 desc => 'If enabled, the mover gets "used up" after a certain number of moves (specified by <number of uses>). If disabled, the mover works infinitely.',
4968 name => 'gets used up',
4969 type => 'bool'
4970 }
4971 ],
4972 [
4973 'hp',
4974 {
4975 desc => 'This value has only a meaning if <gets used up> is set: <number of uses> is the number of times minus one, that it will move a creature before disappearing. (It will move someone <number of uses>+1 times, then vanish).',
4976 name => 'number of uses',
4977 type => 'int'
4978 }
4979 ]
4980 ],
4981 desc => 'Movers move the objects above them. However, only living objects are affected (monsters/NPCs always, players optional). Movers have a direction, so players can be made to move in a pattern, and so can monsters. Motion is involuntary. Additionally, players or monsters can be "frozen" while ontop of movers so that they MUST move along a chain of them. <br><br> Multisquare monsters can be moved as well, given enough space. Movers are usually invisible.',
4982 ignore => [
4983 $IGNORE_LIST{non_pickable}
4984 ],
4985 name => 'Mover',
4986 section => [
4987 [
4988 'targets',
4989 [
4990 [
4991 'level',
4992 {
4993 desc => 'If <move players> is enabled, both players and monsters will be moved. In the arches\' default it is disabled - thus ONLY monsters get moved. Remember that "monsters" includes NPCs! This feature provides you with the possibility to make NPCs literally "come to life". Example: The player is talking with an NPC, speaking a certain keyword. This triggers a magic_ear and activates creators, creating (per default: monster-only) movers under the NPC\'s feet. The NPC starts "walking" on a predefined route! Note that it\'s useful to set this NPC immune to everything, preventing the player to push the NPC off his trace.',
4994 name => 'move players',
4995 type => 'bool'
4996 }
4997 ],
4998 [
4999 'move_on',
5000 {
5001 desc => 'Which movement types activate the mover.',
5002 name => 'movement type',
5003 type => 'movement_type'
5004 }
5005 ]
5006 ]
5007 ]
5008 ],
5009 use => 'NEVER EVER consider a mover being unpassable in the backwards direction. Setting "forced movement" makes it seemingly impossible but there is still a trick: One player can push a second player past the mover, in opposite to the mover\'s direction! The more movers, the more players needed. Hence, don\'t make a treasure room that is surrounded by movers instead of solid walls/gates. <br><br> Btw, it does not make a difference putting movers above or below the floor. Moreover, movers that are set to be invisible cannot be discovered with the show_invisible spell. <br><br> Note that Movers and Directors are seperate objects, even though they look and act similar. Directors only do spells/missiles, while movers only do living creatures (depending on how it is set: monsters and players).'
5010 },
5011 Pedestal => {
5012 attr => [
5013 [
5014 'no_pick',
5015 {
5016 type => 'fixed',
5017 value => 1
5018 }
5019 ],
5020 [
5021 'slaying',
5022 {
5023 desc => 'the <match race> defines the object we\'re looking for. If <match race> matches the monster\'s or the player\'s race, we have a match. Yes, pedestals can detect a player\'s race! E.g. you could create a place where only fireborns can enter, by setting "slaying unnatural". If it is set to "player", any player stepping on the pedestal is a match. Very useful if you want to open a gate for players but not for monsters. If the string starts with \'match \', then it is interpreted as a match expression (e.g. \'match type=POTION\', or \'match type=SPELL in applied type=CONTAINER in inv in originator\'). For details, see http://pod.tst.eu/http://cvs.schmorp.de/deliantra/server/lib/cf/match.pm',
5024 name => 'match race',
5025 type => 'string'
5026 }
5027 ],
5028 [
5029 'connected',
5030 {
5031 desc => 'When the pedestal is triggered, all objects with the same connection value get activated.',
5032 name => 'connection',
5033 type => 'string'
5034 }
5035 ],
5036 [
5037 'move_on',
5038 {
5039 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
5040 name => 'movement on',
5041 type => 'movement_type'
5042 }
5043 ]
5044 ],
5045 desc => 'Pedestals are designed to detect certain types of living objects. When a predefined type of living creature steps on the pedestal, the connected value is triggered.',
5046 ignore => [
5047 $IGNORE_LIST{non_pickable},
5048 'connected'
5049 ],
5050 name => 'Pedestal',
5051 use => 'If you want to create a place where only players of a certain race can enter, put a teleporter over your pedestal. So the teleporter is only activated for players of the matching race. Do not use gates, because many other players could sneak in. If you put powerful artifacts into such places, generally set "startequip 1", so that they are preserved for that one race and can\'t be traded to others.'
5052 },
5053 'Pedestal Trigger' => {
5054 desc => 'Pedestal triggers are pedestals which reset after a short period of time. Every time it is either applied or reset, the &lt;connection&gt; value is triggered.',
5055 ignore => [
5056 $IGNORE_LIST{non_pickable}
5057 ],
5058 import => [
5059 'Pedestal'
5060 ],
5061 name => 'Pedestal Trigger'
5062 },
5063 Pit => {
5064 attr => [
5065 [
5066 'no_pick',
5067 {
5068 type => 'fixed',
5069 value => 1
5070 }
5071 ],
5072 [
5073 'range',
5074 {
5075 desc => 'The radius of the square area that the pit will randomly put the player into (0 to 3, default 1).',
5076 name => 'spread radius',
5077 type => 'int'
5078 }
5079 ],
5080 [
5081 'connected',
5082 {
5083 desc => 'When a <connection> value is set, the pit can be opened/closed by activating the connection.',
5084 name => 'connection',
5085 type => 'string'
5086 }
5087 ],
5088 [
5089 'activate_on_push',
5090 {
5091 desc => 'Whether the teleporter should only be activated on push.',
5092 name => 'activate on push',
5093 type => 'bool'
5094 }
5095 ],
5096 [
5097 'activate_on_release',
5098 {
5099 desc => 'Whether the teleporter should only be activated on release.',
5100 name => 'activate on release',
5101 type => 'bool'
5102 }
5103 ],
5104 [
5105 'hp',
5106 {
5107 desc => 'The pit will transport creatures (and items) randomly into a two-square radius of the destination coordinates. If the destination square becomes blocked, the pit will act like being filled up and not work anymore!',
5108 name => 'destination X',
5109 type => 'int'
5110 }
5111 ],
5112 [
5113 'sp',
5114 {
5115 desc => 'The pit will transport creatures (and items) randomly into a two-square radius of the destination coordinates. If the destination square becomes blocked, the pit will act like being filled up and not work anymore!',
5116 name => 'destination Y',
5117 type => 'int'
5118 }
5119 ],
5120 [
5121 'wc',
5122 {
5123 desc => 'The <position state> defines the position of the gate: Zero means completely open/down, the "number of animation-steps" (usually about 6 or 7) means completely closed/up state. I suggest you don\'t mess with this value - Leave the default in place.',
5124 name => 'position state',
5125 type => 'int'
5126 }
5127 ],
5128 [
5129 'move_on',
5130 {
5131 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
5132 name => 'movement on',
5133 type => 'movement_type'
5134 }
5135 ]
5136 ],
5137 desc => 'Pits are holes, transporting the player when he walks (and falls) into them. A speciality about pits is that they don\'t transport the player to the exact destination, but within a configurable radius of the destination (never on blocked squares).<br> Optionally, pits can get closed and opened, similar to gates.<br><br> Monsters and items are affected by pits just as well as players. Even multipart monsters can fall through them, given enough space.',
5138 ignore => [
5139 $IGNORE_LIST{non_pickable},
5140 'connected'
5141 ],
5142 name => 'Pit',
5143 use => 'Pits can add interesting effects to your map. When using them, make sure to use them in a "logical way": Pits should always drop the player to some kind of lower level. They should not be used to randomly interconnect maps like teleporters do.'
5144 },
5145 'Poison Food' => {
5146 desc => 'When eating, the player\'s stomache is drained by 1/4 of food. If his food drops to zero, the player might even die.',
5147 name => 'Poison Food'
5148 },
5149 Potion => {
5150 attr => [
5151 [
5152 'level',
5153 {
5154 desc => 'If the potion contains a spell, the spell is cast at this level. For other potions it should be set at least to 1.',
5155 name => 'potion level',
5156 type => 'int'
5157 }
5158 ],
5159 [
5160 'sp',
5161 {
5162 desc => 'When a player drinks this potion, the selected spell will be casted (once). This should work for any given spell. E.g. heal is "sp 35", magic power is "sp 67".',
5163 name => 'spell',
5164 type => 'spell'
5165 }
5166 ],
5167 [
5168 'attacktype',
5169 {
5170 desc => 'There are two types of special effects for potions: \'life restoration\' - restore the player\'s stats lost by death or draining (this has nothing in common with the restoration spell!) \'improvement\' - increase the player\'s maximum health/mana/grace by a very small amount.',
5171 name => 'special effect',
5172 type => 'list',
5173 value => $LIST{potion_effect}
5174 }
5175 ],
5176 [
5177 'cursed',
5178 {
5179 desc => 'If a potion is cursed, benefits generally turn into penalties. Note that potions can be "uncursed" by praying over an altar, with relative ease. *But* the potion must be identified to notice that it is cursed >:)',
5180 name => 'cursed',
5181 type => 'bool'
5182 }
5183 ],
5184 [
5185 'startequip',
5186 {
5187 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5188 name => 'godgiven item',
5189 type => 'bool'
5190 }
5191 ]
5192 ],
5193 desc => 'The player can drink these and gain various kinds of benefits (/penalties) by doing so.',
5194 name => 'Potion',
5195 section => [
5196 [
5197 'stats',
5198 [
5199 [
5200 'Str',
5201 {
5202 desc => 'The player\'s strentgh will rise/fall by the given value for permanent (of course there is an upper limit). Generally there shouldn\'t be stat potions granting more than one stat. Cursed potions will subtract the stats if positive.',
5203 name => 'strength',
5204 type => 'int'
5205 }
5206 ],
5207 [
5208 'Dex',
5209 {
5210 desc => 'The player\'s strentgh will rise/fall by the given value for permanent (of course there is an upper limit). Generally there shouldn\'t be stat potions granting more than one stat. Cursed potions will subtract the stats if positive.',
5211 name => 'dexterity',
5212 type => 'int'
5213 }
5214 ],
5215 [
5216 'Con',
5217 {
5218 desc => 'The player\'s strentgh will rise/fall by the given value for permanent (of course there is an upper limit). Generally there shouldn\'t be stat potions granting more than one stat. Cursed potions will subtract the stats if positive.',
5219 name => 'constitution',
5220 type => 'int'
5221 }
5222 ],
5223 [
5224 'Int',
5225 {
5226 desc => 'The player\'s strentgh will rise/fall by the given value for permanent (of course there is an upper limit). Generally there shouldn\'t be stat potions granting more than one stat. Cursed potions will subtract the stats if positive.',
5227 name => 'intelligence',
5228 type => 'int'
5229 }
5230 ],
5231 [
5232 'Pow',
5233 {
5234 desc => 'The player\'s strentgh will rise/fall by the given value for permanent (of course there is an upper limit). Generally there shouldn\'t be stat potions granting more than one stat. Cursed potions will subtract the stats if positive.',
5235 name => 'power',
5236 type => 'int'
5237 }
5238 ],
5239 [
5240 'Wis',
5241 {
5242 desc => 'The player\'s strentgh will rise/fall by the given value for permanent (of course there is an upper limit). Generally there shouldn\'t be stat potions granting more than one stat. Cursed potions will subtract the stats if positive.',
5243 name => 'wisdom',
5244 type => 'int'
5245 }
5246 ],
5247 [
5248 'Cha',
5249 {
5250 desc => 'The player\'s strentgh will rise/fall by the given value for permanent (of course there is an upper limit). Generally there shouldn\'t be stat potions granting more than one stat. Cursed potions will subtract the stats if positive.',
5251 name => 'charisma',
5252 type => 'int'
5253 }
5254 ]
5255 ]
5256 ],
5257 [
5258 'resistance',
5259 [
5260 [
5261 'resist_physical',
5262 {
5263 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5264 name => 'resist physical %',
5265 type => 'int'
5266 }
5267 ],
5268 [
5269 'resist_magic',
5270 {
5271 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5272 name => 'resist magic %',
5273 type => 'int'
5274 }
5275 ],
5276 [
5277 'resist_fire',
5278 {
5279 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5280 name => 'resist fire %',
5281 type => 'int'
5282 }
5283 ],
5284 [
5285 'resist_electricity',
5286 {
5287 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5288 name => 'resist electricity %',
5289 type => 'int'
5290 }
5291 ],
5292 [
5293 'resist_cold',
5294 {
5295 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5296 name => 'resist cold %',
5297 type => 'int'
5298 }
5299 ],
5300 [
5301 'resist_acid',
5302 {
5303 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5304 name => 'resist acid %',
5305 type => 'int'
5306 }
5307 ],
5308 [
5309 'resist_confusion',
5310 {
5311 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5312 name => 'resist confusion %',
5313 type => 'int'
5314 }
5315 ],
5316 [
5317 'resist_weaponmagic',
5318 {
5319 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5320 name => 'resist weaponmagic %',
5321 type => 'int'
5322 }
5323 ],
5324 [
5325 'resist_ghosthit',
5326 {
5327 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5328 name => 'resist ghosthit %',
5329 type => 'int'
5330 }
5331 ],
5332 [
5333 'resist_slow',
5334 {
5335 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5336 name => 'resist slow %',
5337 type => 'int'
5338 }
5339 ],
5340 [
5341 'resist_fear',
5342 {
5343 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5344 name => 'resist fear %',
5345 type => 'int'
5346 }
5347 ],
5348 [
5349 'resist_death',
5350 {
5351 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5352 name => 'resist death-attack %',
5353 type => 'int'
5354 }
5355 ],
5356 [
5357 'resist_chaos',
5358 {
5359 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5360 name => 'resist chaos %',
5361 type => 'int'
5362 }
5363 ],
5364 [
5365 'resist_blind',
5366 {
5367 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5368 name => 'resist blinding %',
5369 type => 'int'
5370 }
5371 ],
5372 [
5373 'resist_holyword',
5374 {
5375 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5376 name => 'resist holy power %',
5377 type => 'int'
5378 }
5379 ],
5380 [
5381 'resist_godpower',
5382 {
5383 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5384 name => 'resist godpower %',
5385 type => 'int'
5386 }
5387 ],
5388 [
5389 'resist_paralyze',
5390 {
5391 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5392 name => 'resist paralyze %',
5393 type => 'int'
5394 }
5395 ],
5396 [
5397 'resist_drain',
5398 {
5399 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5400 name => 'resist draining %',
5401 type => 'int'
5402 }
5403 ],
5404 [
5405 'resist_deplete',
5406 {
5407 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5408 name => 'resist depletion %',
5409 type => 'int'
5410 }
5411 ],
5412 [
5413 'resist_poison',
5414 {
5415 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5416 name => 'resist poison %',
5417 type => 'int'
5418 }
5419 ]
5420 ]
5421 ]
5422 ],
5423 use => 'One potion should never give multiple benefits at once.'
5424 },
5425 'Power Crystal' => {
5426 attr => [
5427 [
5428 'sp',
5429 {
5430 desc => '<initial mana> is the amount of spellpoints that the crystal holds when the map is loaded.',
5431 name => 'initial mana',
5432 type => 'int'
5433 }
5434 ],
5435 [
5436 'maxsp',
5437 {
5438 desc => 'The <mana capacity> defines how much mana can be stored in the crystal. This is what makes the crystal interesting. Wizard-players will always seek for crystals with large capacities.',
5439 name => 'mana capacity',
5440 type => 'int'
5441 }
5442 ]
5443 ],
5444 desc => 'Power crystals can store a player\'s mana: When the player applies the crystal with full mana, half of it flows into the crystal. When the player applies it with lacking mana, the crystal replenishes the player\'s mana.',
5445 name => 'Power Crystal'
5446 },
5447 Projectile => {
5448 attr => [
5449 [
5450 'attacktype',
5451 {
5452 desc => 'This number is a bitmask, specifying the projectile\'s attacktypes. Attacktypes are: physical, magical, fire, cold.. etc. This works identical to melee weapons. Note that shooting weapons cannot have attacktypes.',
5453 name => 'attacktype',
5454 type => 'bitmask',
5455 value => $BITMASK{attacktype}
5456 }
5457 ],
5458 [
5459 'race',
5460 {
5461 desc => 'Only shooting weapons with matching <ammunition class> can fire these projectiles. For arrows set "arrows", for crossbow bolts set "crossbow bolts" (big surprise). In certain cases, the ammunition class is displayed in the game. Hence, when you create a new ammunition class, choose an intuitive name like "missiles", "spirit bolts" - whatever. You can also make special containers holding these projectiles by setting the <container class> to match your <ammunition class>.',
5462 name => 'ammunition class',
5463 type => 'string'
5464 }
5465 ],
5466 [
5467 'slaying',
5468 {
5469 desc => 'Slaying means the weapon does tripple (3x) damage to monsters of the specified race. If <slaying race> matches an arch name, only monsters of that archtype receive tripple damage. Tripple damage is very effective.',
5470 name => 'slaying race',
5471 type => 'string'
5472 }
5473 ],
5474 [
5475 'dam',
5476 {
5477 desc => 'The projectile <damage> significantly affects the damage done. Damage can be further increased by the shooting weapon\'s attributes.',
5478 name => 'damage',
5479 type => 'int'
5480 }
5481 ],
5482 [
5483 'wc',
5484 {
5485 desc => 'This value is supposed to be the base <weaponclass>, but it seems to have rather little effect. High values are good here, low values bad.',
5486 name => 'weaponclass',
5487 type => 'int'
5488 }
5489 ],
5490 [
5491 'food',
5492 {
5493 desc => 'The <chance to break> defines the breaking probability when this projectile hits an obstacle, e.g. wall or monster. The value is the %-chance to break, ranging from 0 (never breaking) to 100 (breaking at first shot).',
5494 name => 'chance to break',
5495 type => 'int'
5496 }
5497 ],
5498 [
5499 'magic',
5500 {
5501 desc => 'Magic bonus increases chance to hit and damage a little bit.',
5502 name => 'magic bonus',
5503 type => 'int'
5504 }
5505 ],
5506 [
5507 'unique',
5508 {
5509 desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
5510 name => 'unique item',
5511 type => 'bool'
5512 }
5513 ],
5514 [
5515 'startequip',
5516 {
5517 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5518 name => 'godgiven item',
5519 type => 'bool'
5520 }
5521 ],
5522 [
5523 'no_drop',
5524 {
5525 desc => 'When a monster carries a projectile with <don\'t drop>, this item will never drop to the ground but vanish instead. If this object is shot, it can still drop after hitting an obstacle. You can prevent this by setting <chance to break> 100.',
5526 name => 'don\'t drop',
5527 type => 'bool'
5528 }
5529 ],
5530 [
5531 'msg',
5532 {
5533 desc => 'This text may describe the projectile. This could be nice for very special ones.',
5534 end => 'endmsg',
5535 name => 'description',
5536 type => 'text'
5537 }
5538 ]
5539 ],
5540 desc => 'Projectiles like arrows/crossbow bolts are used as ammunition for shooting weapons. <br><br> It\'s very easy to add new pairs of weapons &amp; projectiles. Just set matching &lt;ammunition class&gt; both for shooting weapon and projectile.',
5541 name => 'Projectile',
5542 use => 'If you want to create new kinds of projectiles, you could add an alchemical receipe to create these. Don\'t create new pairs of weapons &amp; projectiles unless they really fullfill a useful purpose. In fact, even bows and crossbows are rarely ever used.'
5543 },
5544 Ring => {
5545 desc => 'Rings are worn on the hands - one ring each. Wearing rings, the object\'s stats will directly be inherited to the player. Usually enhancing his spellcasting potential.',
5546 import => [
5547 'Amulet'
5548 ],
5549 name => 'Ring',
5550 use => 'When you create an artifact ring, never forget that players can wear <B>two</B> rings! Due to that it is extremely important to keep rings in balance with the game. <br><br> Also keep in mind that rings are generally the wizard\'s tools. They should primarily grant bonuses to spellcasting abilities and non-physical resistances.'
5551 },
5552 Rod => {
5553 attr => [
5554 [
5555 'sp',
5556 {
5557 desc => 'Sets the <spell> of the rod. Consider twice before handing out special rods to players, since they can be used endlessly without any mana cost! Rods with heal/ restoration/ protection spells, IF available, MUST be very very VERY hard to get!',
5558 name => 'spell',
5559 type => 'spell'
5560 }
5561 ],
5562 [
5563 'level',
5564 {
5565 desc => 'The casting level of the <spell> determines it\'s power. For attack spells, level should be set to something reasonable.',
5566 name => 'casting level',
5567 type => 'int'
5568 }
5569 ],
5570 [
5571 'hp',
5572 {
5573 desc => 'This value represents the initial amount of spellpoints in the rod. Naturally, this is quite unimportant.',
5574 name => 'initial spellpoints',
5575 type => 'int'
5576 }
5577 ],
5578 [
5579 'maxhp',
5580 {
5581 desc => 'When the rod is fully charged up, it will hold this maximum amount of spellpoints. Make sure it is enough to cast the contained spell at least once. But don\'t set the value too high, as that might make the rod too effective.',
5582 name => 'max. spellpoints',
5583 type => 'int'
5584 }
5585 ],
5586 [
5587 'startequip',
5588 {
5589 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5590 name => 'godgiven item',
5591 type => 'bool'
5592 }
5593 ],
5594 [
5595 'msg',
5596 {
5597 desc => 'This text may contain a description of the rod.',
5598 end => 'endmsg',
5599 name => 'description',
5600 type => 'text'
5601 }
5602 ]
5603 ],
5604 desc => 'A rod contains a spell. The player can use this spell by applying and fireing the rod. Rods need time to regenerate their "internal" spellpoints, lowering the effectiveness in combat. But unlike wands/scrolls, rods can be used endlessly.',
5605 ignore => [
5606 'title'
5607 ],
5608 name => 'Rod',
5609 use => 'Rods with healing/curing spells are extremely powerful. Usually, potions have to be used for that purpose. Though, potions are expensive and only good for one-time-use.<br>'
5610 },
5611 Rune => {
5612 attr => [
5613 [
5614 'no_pick',
5615 {
5616 type => 'fixed',
5617 value => 1
5618 }
5619 ],
5620 [
5621 'move_on',
5622 {
5623 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
5624 name => 'movement on',
5625 type => 'movement_type'
5626 }
5627 ],
5628 [
5629 'level',
5630 {
5631 desc => 'This value sets the level the rune will cast the spell it contains at, if applicable. A level 99 rune casts a very, very mean spell of whatever. (<rune level> 0 runes won\'t detonate at all!) Level Also effects how easily a rune may be found and disarmed, and how much experience the player gets for doing so. Beware: High level runes can be quite a cheap source of experience! So either make them tough, or keep the level low.',
5632 name => 'rune level',
5633 type => 'int'
5634 }
5635 ],
5636 [
5637 'Cha',
5638 {
5639 desc => 'This value determines what fraction of the time the rune is visible: It\'ll be randomly visible 1/<visibility> of the time. Also effects how easily the rune may be found.',
5640 name => 'visibility',
5641 type => 'int'
5642 }
5643 ],
5644 [
5645 'hp',
5646 {
5647 desc => 'The rune will detonate <number of charges> times before disappearing.',
5648 name => 'number of charges',
5649 type => 'int'
5650 }
5651 ],
5652 [
5653 'dam',
5654 {
5655 desc => '<direct damage> specifies how much damage is done by the rune, if it doesn\'t contain a spell. This should be set in reasonable relation to the rune\'s level.',
5656 name => 'direct damage',
5657 type => 'int'
5658 }
5659 ],
5660 [
5661 'attacktype',
5662 {
5663 desc => 'If there isn\'t any spell (and <summon monster> is unset), this attribute defines what attacktype to use for direct damage when the rune detonates.',
5664 name => 'attacktype',
5665 type => 'bitmask',
5666 value => $BITMASK{attacktype}
5667 }
5668 ],
5669 [
5670 'msg',
5671 {
5672 desc => 'When the rune detonates, this text is displayed to the victim. For especially powerful runes, create an appropriate thrilling description. ;)',
5673 end => 'endmsg',
5674 name => 'detonation text',
5675 type => 'text'
5676 }
5677 ]
5678 ],
5679 desc => 'A rune is a magical enscription on the dungeon floor. <br><br> Runes hit any monster or person who steps on them for \'dam\' damage in \'attacktype\' attacktype. Alternatively, the rune could contain any spell, and will cast this spell when it detonates. Yet another kind is the "summoning rune", summoning predefined monsters of any kind, at detonation. <br><br> Many runes are already defined in the archetypes.',
5680 ignore => [
5681 'no_pick',
5682 'title',
5683 'name_pl',
5684 'weight',
5685 'value',
5686 'material',
5687 'unpaid'
5688 ],
5689 name => 'Rune',
5690 section => [
5691 [
5692 'spellcraft',
5693 [
5694 [
5695 'sp',
5696 {
5697 desc => 'The selected <spell> defines the spell in the rune, if any. (Many runes do direct damage).',
5698 name => 'spell',
5699 type => 'spell'
5700 }
5701 ],
5702 [
5703 'slaying',
5704 {
5705 desc => 'Name of the spell in the rune, if any. <spell name> is optional, but if present, overrides the <spell> setting.',
5706 name => 'spell name',
5707 type => 'string'
5708 }
5709 ],
5710 [
5711 'other_arch',
5712 {
5713 desc => 'This string defines the spell in the rune, if any. <spell arch> is optional, but if present, overrides the <spell> setting. You can choose any of the existing arches.',
5714 name => 'spell arch',
5715 type => 'string'
5716 }
5717 ],
5718 [
5719 'maxsp',
5720 {
5721 desc => 'If set, the rune will cast it\'s containing spell (if any) in this <direction>.In most cases this appears useless because the spell directly hits the player.',
5722 name => 'direction',
5723 type => 'list',
5724 value => $LIST{direction}
5725 }
5726 ],
5727 [
5728 'race',
5729 {
5730 desc => 'If this is set to the arch name of any monster, together with <spell name> "summon evil monster", the rune will summon a bunch of those on detonation. (dam and attacktype will still be ignored in this case). Runes are even capable of summoning multi-square monsters, given enough space. You\'d better test it though.',
5731 name => 'summon monster',
5732 type => 'string'
5733 }
5734 ],
5735 [
5736 'maxhp',
5737 {
5738 desc => 'This should only be set to a summoning rune. It will then summon that many creatures of the kind <summon monster>.',
5739 name => 'summon amount',
5740 type => 'int'
5741 }
5742 ]
5743 ]
5744 ]
5745 ],
5746 use => 'Avoid monsters stepping on your runes. For example, summoning runes together with spellcasting- and attack-runes is usually a bad idea.'
5747 },
5748 'Safe ground' => {
5749 attr => [
5750 [
5751 'move_block',
5752 {
5753 desc => 'Objects using these movement types cannot move over this space.',
5754 name => 'blocked movement',
5755 type => 'movement_type'
5756 }
5757 ],
5758 [
5759 'move_allow',
5760 {
5761 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
5762 name => 'allowed movement',
5763 type => 'movement_type'
5764 }
5765 ],
5766 [
5767 'move_slow',
5768 {
5769 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
5770 name => 'slowed movement',
5771 type => 'movement_type'
5772 }
5773 ],
5774 [
5775 'move_slow_penalty',
5776 {
5777 desc => 'If <slow movement> is set to a value greater zero, all creatures matching \'slow move\' will be slower than normal on this spot. <slow movement> 1 - rough terrain <slow movement> 2 - very rough terrain ... <slow movement> 5 - default for deep swamp ... <slow movement> 7 - spider web (sticky as hell)',
5778 name => 'slow movement penalty',
5779 type => 'int'
5780 }
5781 ],
5782 [
5783 'no_pick',
5784 {
5785 type => 'fixed',
5786 value => 1
5787 }
5788 ]
5789 ],
5790 desc => 'Safe ground is a special object that prevents any effects that might be harmful for the map, other players or items on the map. It blocks all magic and prayers, usage of alchemy, prevents potions from being used and blocks bombs from exploding. Note that altars that do cast spells still work.',
5791 ignore => [
5792 $IGNORE_LIST{non_pickable}
5793 ],
5794 name => 'Safe ground',
5795 use => 'Safe ground can be used to prevents any means of burning or destroying the items in a shop. Put this object below all floor tiles in your map and your shop will be safe. It\'s generally useful for making areas where really no kind of spell should be invoked by a player.'
5796 },
5797 Savebed => {
5798 attr => [
5799 [
5800 'no_pick',
5801 {
5802 type => 'fixed',
5803 value => 1
5804 }
5805 ],
5806 [
5807 'no_magic',
5808 {
5809 type => 'fixed',
5810 value => 1
5811 }
5812 ],
5813 [
5814 'damned',
5815 {
5816 type => 'fixed',
5817 value => 1
5818 }
5819 ]
5820 ],
5821 desc => 'When the player applies a savebed, he is not only saved. Both his respawn-after-death and his word-of-recall positions are pointing to the last-applied savebed.',
5822 ignore => [
5823 $IGNORE_LIST{non_pickable}
5824 ],
5825 name => 'Savebed',
5826 use => 'Put savebed locations in towns, do not put them into dungeons. It is absolutely neccessary that a place with savebeds is 100% secure. That means: <UL> <LI> Monsters must not be able to reach the savebeds under any circumstances! <LI> If there are NPCs around, make sure they have the friendly-flag set. <LI> Insert a reliable exit! Make sure there is no possibility that players get trapped in a savebed location. <LI> If possible, mark the whole site as no-spell area (Insert this arch called "dungeon_magic" everywhere). This is not required, but it makes the place much more safe. </UL>'
5827 },
5828 Scroll => {
5829 attr => [
5830 [
5831 'level',
5832 {
5833 desc => 'The spell of the scroll will be casted at this level. This value should always be set, at least to 1.',
5834 name => 'casting level',
5835 type => 'int'
5836 }
5837 ],
5838 [
5839 'sp',
5840 {
5841 desc => 'When a player/monster applies this scroll, the selected <spell> will be casted (once). This should work for any given spell.',
5842 name => 'spell',
5843 type => 'spell'
5844 }
5845 ],
5846 [
5847 'startequip',
5848 {
5849 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5850 name => 'godgiven item',
5851 type => 'bool'
5852 }
5853 ]
5854 ],
5855 desc => 'Scrolls contain spells (similar to spell-potions). Unlike potions, scrolls require a certain literacy skill to read successfully. Accordingly, for a successful reading, a small amount of experience is gained. Scrolls allow only one time usage, but usually they are sold in bulks.',
5856 ignore => [
5857 'title'
5858 ],
5859 name => 'Scroll',
5860 use => 'For low level quests, scrolls of healing/curing-spells can be a nice reward. At higher levels, scrolls become less and less useful.'
5861 },
5862 Shield => {
5863 attr => [
5864 [
5865 'magic',
5866 {
5867 desc => '<magic bonus> works just like ac, except that it can be improved by "scrolls of Enchant Armour" or reduced by acid. It is less useful than direct armour-class bonus on the shield.',
5868 name => 'magic bonus',
5869 type => 'int'
5870 }
5871 ]
5872 ],
5873 desc => 'Wearing a shield, the object\'s stats will directly be inherited to the player. Shields usually provide good defense, only surpassed by brestplate armour. Resistances on shields aren\'t uncommon either.',
5874 import => [
5875 'Amulet'
5876 ],
5877 name => 'Shield',
5878 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
5879 },
5880 'Shooting Weapon' => {
5881 attr => [
5882 [
5883 'race',
5884 {
5885 desc => 'Only projectiles with matching <ammunition class> can be fired with this weapon. For normal bows set "arrows", for normal crossbows set "crossbow bolts". In certain cases, the ammunition class is displayed in the game. Hence, when you create a new ammunition class, choose an intuitive name like "missiles", "spirit bolts" - whatever.',
5886 name => 'ammunition class',
5887 type => 'string'
5888 }
5889 ],
5890 [
5891 'sp',
5892 {
5893 desc => 'After shooting a projectile, the player is frozen for a short period of time (to prevent shooting arrows machine-gun-like). The greater <shooting speed>, the shorter this period of time. 1 is minimum (=worst) and 100 is maximum (=best) value. You shouldn\'t set <shooting speed> lower than 10. YOU MUST NOT SET IT TO ZERO! (That would freeze the player for eternety).',
5894 name => 'shooting speed',
5895 type => 'int'
5896 }
5897 ],
5898 [
5899 'dam',
5900 {
5901 desc => 'The <base damage> significantly affects the damage done by using this weapon. This damage is added to the projectile damage and then (if <ignore strength> disabled) a bonus according to the player\'s strength is added.',
5902 name => 'base damage',
5903 type => 'int'
5904 }
5905 ],
5906 [
5907 'wc',
5908 {
5909 desc => 'This value is supposed to be the base <weaponclass>, but it seems to have rather little effect. High values are good here, low values bad.',
5910 name => 'weaponclass',
5911 type => 'int'
5912 }
5913 ],
5914 [
5915 'item_power',
5916 {
5917 desc => 'The <item power> value measures how "powerful" an artifact is. Players will only be able to wear equipment with a certain total amount of <item power>, depending on their own level. This is the only way to prevent low level players to wear "undeserved" equipment (like gifts from other players or cheated items). It is very important to adjust the <item power> value carefully for every artifact you create! If zero/unset, the Deliantra server will calculate a provisional value at runtime, but this is never going to be an accurate measurement of <item power>.',
5918 name => 'item power',
5919 type => 'int'
5920 }
5921 ],
5922 [
5923 'no_strength',
5924 {
5925 desc => 'Usually the player\'s strentgh takes effect on the damage done by the shooting weapon. If <ignore strength> is set, the player\'s strength is ignored.',
5926 name => 'ignore strength',
5927 type => 'bool'
5928 }
5929 ],
5930 [
5931 'damned',
5932 {
5933 desc => 'A damned shooting weapon cannot be unwielded unless the curse is removed. Removing damnations is a tick harder than removing curses.',
5934 name => 'damnation',
5935 type => 'bool'
5936 }
5937 ],
5938 [
5939 'cursed',
5940 {
5941 desc => 'A cursed shooting weapon cannot be unwielded unless the curse is removed.',
5942 name => 'curse',
5943 type => 'bool'
5944 }
5945 ],
5946 [
5947 'unique',
5948 {
5949 desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
5950 name => 'unique item',
5951 type => 'bool'
5952 }
5953 ],
5954 [
5955 'startequip',
5956 {
5957 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5958 name => 'godgiven item',
5959 type => 'bool'
5960 }
5961 ],
5962 [
5963 'msg',
5964 {
5965 desc => 'This text describes the weapons\'s "story". Every decent artifact weapon should have such a description.',
5966 end => 'endmsg',
5967 name => 'description',
5968 type => 'text'
5969 }
5970 ]
5971 ],
5972 desc => 'Shooting weapons like bows/crossbows are used to shoot projectiles (arrows/bolts). Shooting weapons and normal (melee) weapons can be wielded both at the same time. Like with any other equipment, stats/bonuses from shooting weapons are directly inherited to the player. <br><br> It\'s very easy to add new pairs of weapons &amp; projectiles. Just set matching &lt;ammunition class&gt; both for shooting weapon and projectile.',
5973 name => 'Shooting Weapon',
5974 section => [
5975 [
5976 'stats',
5977 [
5978 [
5979 'Str',
5980 {
5981 desc => 'The player\'s strentgh will rise/fall by the given value while wearing this shooting weapon.',
5982 name => 'strength',
5983 type => 'int'
5984 }
5985 ],
5986 [
5987 'Dex',
5988 {
5989 desc => 'The player\'s dexterity will rise/fall by the given value while wearing this shooting weapon.',
5990 name => 'dexterity',
5991 type => 'int'
5992 }
5993 ],
5994 [
5995 'Con',
5996 {
5997 desc => 'The player\'s constitution will rise/fall by the given value while wearing this shooting weapon.',
5998 name => 'constitution',
5999 type => 'int'
6000 }
6001 ],
6002 [
6003 'Int',
6004 {
6005 desc => 'The player\'s intelligence will rise/fall by the given value while wearing this shooting weapon.',
6006 name => 'intelligence',
6007 type => 'int'
6008 }
6009 ],
6010 [
6011 'Pow',
6012 {
6013 desc => 'The player\'s power will rise/fall by the given value while wearing this shooting weapon.',
6014 name => 'power',
6015 type => 'int'
6016 }
6017 ],
6018 [
6019 'Wis',
6020 {
6021 desc => 'The player\'s wisdom will rise/fall by the given value while wearing this shooting weapon.',
6022 name => 'wisdom',
6023 type => 'int'
6024 }
6025 ],
6026 [
6027 'Cha',
6028 {
6029 desc => 'The player\'s charisma will rise/fall by the given value while wearing this shooting weapon.',
6030 name => 'charisma',
6031 type => 'int'
6032 }
6033 ]
6034 ]
6035 ],
6036 [
6037 'bonus',
6038 [
6039 [
6040 'luck',
6041 {
6042 desc => 'With positive luck bonus, the player is more likely to succeed in all sorts of things (spellcasting, praying,...). Unless the <luck bonus> is very high, the effect will be barely visible in-game. Luck bonus on one piece of equipment should never exceed 3, and such bonus should not be too frequently available.',
6043 name => 'luck bonus',
6044 type => 'int'
6045 }
6046 ],
6047 [
6048 'magic',
6049 {
6050 desc => '<Magic bonus> improves the quality of the shooting weapon. I\'m not sure what exactly is increased - maybe weaponclass? However, <magic bonus> seems to have a little bit of positive influence on your chance to hit.',
6051 name => 'magic bonus',
6052 type => 'int'
6053 }
6054 ]
6055 ]
6056 ]
6057 ],
6058 use => 'Shooting weapons should not add bonuses in general. There\'s already enough "equipment-slots" doing that: swords, rings, amulets, girdles etc. Shooting weapons should especially not add bonuses to the player that have nothing to do with schooting. A Wisdom bonus on a bow is crap for example! A name like "Longbow of great Wisdom" doesn\'t help - still crap.'
6059 },
6060 'Shop Floor' => {
6061 attr => [
6062 [
6063 'is_floor',
6064 {
6065 type => 'fixed',
6066 value => 1
6067 }
6068 ],
6069 [
6070 'no_pick',
6071 {
6072 type => 'fixed',
6073 value => 1
6074 }
6075 ],
6076 [
6077 'no_magic',
6078 {
6079 type => 'fixed',
6080 value => 1
6081 }
6082 ],
6083 [
6084 'auto_apply',
6085 {
6086 desc => 'If enabled, items will appear on this square when the map is loaded. You need to specify a <treasurelist> to define what kinds of items are generated. The items will be unpaid.',
6087 name => 'generate goods',
6088 type => 'bool'
6089 }
6090 ],
6091 [
6092 'randomitems',
6093 {
6094 desc => 'This entry determines what kind of treasure will appear, when <generate goods> is enabled. Look into /crossfire/share/crossfire/treasures for details about existing treasurelists.',
6095 name => 'treasurelist',
6096 type => 'treasurelist'
6097 }
6098 ],
6099 [
6100 'exp',
6101 {
6102 desc => 'The <quality level> will be used for the quality of the generated goods. If zero/unset, <quality level> 5 is used. Usually this value doesn\'t need to be set, unless you want extraordinarily good/bad quality. If you want to make a shop with very high quality, meaybe charge an entrance fee, or make the shop hard-to-come-by. Note that <quality level> mainly affects chance of magic bonus and appearance of artifact-items.',
6103 name => 'quality level',
6104 type => 'int'
6105 }
6106 ],
6107 [
6108 'damned',
6109 {
6110 desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving. (Remember that <no magic> is always set for shop floors.)',
6111 name => 'no prayers',
6112 type => 'bool'
6113 }
6114 ]
6115 ],
6116 desc => 'Shop floor is used for shops. It acts like a combination of the common floor- and the treasure type: When the map is loaded, randomitems (depending on the setings) are generated on it. These items are all flagged as unpaid. When a player drops an item onto shop floor, the item becomes unpaid and the player receives payment according to the item\'s selling-value. Shopfloor always prevents magic (To hinder players from burning or freezing the goods).',
6117 ignore => [
6118 $IGNORE_LIST{non_pickable}
6119 ],
6120 name => 'Shop Floor',
6121 use => 'Tile your whole shop-interior space which shop floor. (That assures players receive payment for dropping items). Place shop mats to enter/leave the shop, and make sure there is no other exit than the shop mat.'
6122 },
6123 'Shop Inventory' => {
6124 attr => [
6125 [
6126 'shop_coords',
6127 {
6128 desc => 'The format of this field is: \'x1,y1,x2,y2\'. It defines a rectangle on the map that will be searched for unpaid items.',
6129 name => 'shop rectangle',
6130 type => 'string'
6131 }
6132 ]
6133 ],
6134 desc => 'The purpose of a sign is to display the contents of a shop.',
6135 ignore => [
6136 $IGNORE_LIST{non_pickable}
6137 ],
6138 name => 'Shop Inventory',
6139 use => 'Use these signs to present the player a list of the items in the shop'
6140 },
6141 'Shop Mat' => {
6142 attr => [
6143 [
6144 'no_pick',
6145 {
6146 type => 'fixed',
6147 value => 1
6148 }
6149 ],
6150 [
6151 'move_on',
6152 {
6153 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
6154 name => 'movement on',
6155 type => 'movement_type'
6156 }
6157 ]
6158 ],
6159 desc => 'Shop mats are used for entering/leaving shops. You should always have exactly TWO shop mats on your shop-map: One inside the "shopping-area" and one outside. Shop mats don\'t use exit paths/ or -destinations. When stepping onto a shopmat the player gets beamed to the nearest other mat. If the player has unpaid items in his inventory, the price gets charged from his coins automatically. If the player has insufficient coins to buy his unpaid items, he is unable to pass any shopmat (So he has to drop unpaid items).',
6160 ignore => [
6161 $IGNORE_LIST{non_pickable}
6162 ],
6163 name => 'Shop Mat',
6164 use => 'As stated above, always place TWO shop mats into your shop. Not more and not less than that.'
6165 },
6166 'Sign & MagicMouth' => {
6167 attr => [
6168 [
6169 'connected',
6170 {
6171 desc => 'When a connection value is set, the message will be printed whenever the connection is triggered. This should be used in combination with <invisible> enabled and <activate by walking/flying> disabled. If activating your magic_mouth this way, the message will not only be printed to one player, but all players on the current map.',
6172 name => 'connection',
6173 type => 'string'
6174 }
6175 ],
6176 [
6177 'activate_on_push',
6178 {
6179 desc => 'Whether the teleporter should only be activated on push.',
6180 name => 'activate on push',
6181 type => 'bool'
6182 }
6183 ],
6184 [
6185 'activate_on_release',
6186 {
6187 desc => 'Whether the teleporter should only be activated on release.',
6188 name => 'activate on release',
6189 type => 'bool'
6190 }
6191 ],
6192 [
6193 'move_on',
6194 {
6195 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
6196 name => 'movement on',
6197 type => 'movement_type'
6198 }
6199 ],
6200 [
6201 'food',
6202 {
6203 desc => 'If a counter-value is set (greater zero), the sign/magic_mouth can be applied (printing the message) only that many times. For signs this really shouldn\'t be used, while for magic_mouths it is extremely helpful. Monsters walking over the magic_mouth do not decrease the counter. Often, you might want to have a message displayed only one time. For example: The player enters your map and you put a magic_mouth to tell him about the monsters and how dangerous they look and all. Later, when all the monsters are killed and the player leaves the map, displaying the same message a second time would be silly. <counter> 1 does a perfect job in such cases. Otherwise set <counter> zero/unset for infinite use (that is the default).',
6204 name => 'counter',
6205 type => 'int'
6206 }
6207 ],
6208 [
6209 'msg',
6210 {
6211 desc => 'This text will be displayed to the player.',
6212 end => 'endmsg',
6213 name => 'message',
6214 type => 'text'
6215 }
6216 ],
6217 [
6218 'slaying',
6219 {
6220 desc => 'The exit path defines the map that the player is transferred to. Usually, only tagged destinations (e.g. *scorn) make sense for signs, and only if the sign code actually makes use of them.',
6221 name => 'exit path',
6222 type => 'string'
6223 }
6224 ],
6225 [
6226 'value',
6227 {
6228 desc => 'Determines the value of the object, in units of silver coins (one platinum coin == 50 silver coins).',
6229 name => 'value',
6230 type => 'int'
6231 }
6232 ]
6233 ],
6234 desc => 'The purpose of a sign or magic_mouth is to display a certain message to the player. There are three ways to have the player get this message: The player walking onto it (-&gt; magic_mouth), the player pressing &lt;a&gt;pply (-&gt; sign) or the player triggering a button/handle/etc (-&gt; magic_mouth).',
6235 ignore => [
6236 $IGNORE_LIST{non_pickable},
6237 'connected'
6238 ],
6239 name => 'Sign & MagicMouth',
6240 use => 'Use signs and magic_mouths, plenty of them! Place magic_mouths to add some true roleplay feeling to your maps, support your storyline or give hints about hidden secrets/dangers. Place signs to provide the player with all kinds of useful information for getting along in your maps.'
6241 },
6242 Skill => {
6243 attr => [
6244 [
6245 'invisible',
6246 {
6247 type => 'fixed',
6248 value => 1
6249 }
6250 ],
6251 [
6252 'no_drop',
6253 {
6254 type => 'fixed',
6255 value => 1
6256 }
6257 ],
6258 [
6259 'skill',
6260 {
6261 desc => 'The <skill name> is used for matchings. When a usable object has an identical <skill name>, players (or monsters) will need this skill to apply/use the object.',
6262 name => 'skill name',
6263 type => 'string'
6264 }
6265 ],
6266 [
6267 'expmul',
6268 {
6269 desc => 'This is the ratio of experience the players total should increase by when this skill is used. If this is zero, then experience only goes to to the skill. Values higher than 1 are allowed. Note that experience rewarded to the players total is in addition to that given to the skill. Eg, if player should get 500 exp for using a skill, and expmul is 1, the player will get 500 added to that skill as well as 500 to their total.',
6270 name => 'exp multiplier',
6271 type => 'float'
6272 }
6273 ],
6274 [
6275 'subtype',
6276 {
6277 desc => 'The <skill type> defines the base functionality of the skill. Skill types are hardcoded in the Deliantra server. It isn\'t hard to create new skill types, but it requires a bit of server-coding.',
6278 name => 'skill type',
6279 type => 'list',
6280 value => $LIST{skill_type}
6281 }
6282 ],
6283 [
6284 'level',
6285 {
6286 name => 'level',
6287 type => 'int'
6288 }
6289 ],
6290 [
6291 'exp',
6292 {
6293 name => 'experience',
6294 type => 'int'
6295 }
6296 ],
6297 [
6298 'can_use_skill',
6299 {
6300 desc => 'The <is native skill> flag has an effect only when this skill object is placed in the inventory of a monster (or player). If it is set, the monster or player knows the skill natively, which means he does not need a skill tool to use it.',
6301 name => 'is native skill',
6302 type => 'bool'
6303 }
6304 ]
6305 ],
6306 desc => 'Skills are objects which exist in the player/monster inventory. Both NPC/monsters and players use the same skill archetypes. Not all skills are enabled for monster use however.',
6307 ignore => [
6308 $IGNORE_LIST{system_object}
6309 ],
6310 name => 'Skill',
6311 use => 'For mapmaking, Skill objects serve two purposes: <p>First, the predefined skill archtypes (in the \'skills\' directory) can be seen as the global skill definitions. A skill which doesn\'t exists as an archtype cannot be learned or used by players. When you want to use skills in your maps, you may need to look up the &lt;skill name&gt;s of defined skill archtypes, because those strings are used as a reference in many skill-related objects. </p><p> Secondly, in order to enable monsters to use skills, you will need to copy default skill archtypes into the monsters\' inventories. You can even customize the skills by changing stats. It is not recommended however, to use skills in your maps which are totally unrelated to any predefined skill archtype.</p>'
6312 },
6313 'Skill Scroll' => {
6314 attr => [
6315 [
6316 'race',
6317 {
6318 type => 'fixed',
6319 value => 'scrolls'
6320 }
6321 ],
6322 [
6323 'skill',
6324 {
6325 desc => 'The <skill name> matches the skill object that can be learned from this scroll.',
6326 name => 'skill name',
6327 type => 'string'
6328 }
6329 ]
6330 ],
6331 desc => 'By reading a skill scroll, a player has a chance to learn the contained skill.',
6332 name => 'Skill Scroll',
6333 use => 'Skill scrolls are very much sought for by players. Currently, all skill scrolls are sold in shops randomly, which is in fact not a good system. It would be nice to have some cool quests with skill scrolls rewarded at the end.'
6334 },
6335 'Skill Tool' => {
6336 attr => [
6337 [
6338 'skill',
6339 {
6340 desc => 'This field describes which skill the player will be able to use wearing this item.',
6341 name => 'skill name',
6342 type => 'string'
6343 }
6344 ]
6345 ],
6346 desc => 'Wearing a skill tool will give the player the ability to use a skill.',
6347 name => 'Skill Tool',
6348 section => [
6349 [
6350 'stats',
6351 [
6352 [
6353 'Str',
6354 {
6355 desc => 'The player\'s strentgh will rise/fall by the given value for permanent (of course there is an upper limit). Generally there shouldn\'t be stat potions granting more than one stat. Cursed potions will subtract the stats if positive.',
6356 name => 'strength',
6357 type => 'int'
6358 }
6359 ],
6360 [
6361 'Dex',
6362 {
6363 desc => 'The player\'s strentgh will rise/fall by the given value for permanent (of course there is an upper limit). Generally there shouldn\'t be stat potions granting more than one stat. Cursed potions will subtract the stats if positive.',
6364 name => 'dexterity',
6365 type => 'int'
6366 }
6367 ],
6368 [
6369 'Con',
6370 {
6371 desc => 'The player\'s strentgh will rise/fall by the given value for permanent (of course there is an upper limit). Generally there shouldn\'t be stat potions granting more than one stat. Cursed potions will subtract the stats if positive.',
6372 name => 'constitution',
6373 type => 'int'
6374 }
6375 ],
6376 [
6377 'Int',
6378 {
6379 desc => 'The player\'s strentgh will rise/fall by the given value for permanent (of course there is an upper limit). Generally there shouldn\'t be stat potions granting more than one stat. Cursed potions will subtract the stats if positive.',
6380 name => 'intelligence',
6381 type => 'int'
6382 }
6383 ],
6384 [
6385 'Pow',
6386 {
6387 desc => 'The player\'s strentgh will rise/fall by the given value for permanent (of course there is an upper limit). Generally there shouldn\'t be stat potions granting more than one stat. Cursed potions will subtract the stats if positive.',
6388 name => 'power',
6389 type => 'int'
6390 }
6391 ],
6392 [
6393 'Wis',
6394 {
6395 desc => 'The player\'s strentgh will rise/fall by the given value for permanent (of course there is an upper limit). Generally there shouldn\'t be stat potions granting more than one stat. Cursed potions will subtract the stats if positive.',
6396 name => 'wisdom',
6397 type => 'int'
6398 }
6399 ],
6400 [
6401 'Cha',
6402 {
6403 desc => 'The player\'s strentgh will rise/fall by the given value for permanent (of course there is an upper limit). Generally there shouldn\'t be stat potions granting more than one stat. Cursed potions will subtract the stats if positive.',
6404 name => 'charisma',
6405 type => 'int'
6406 }
6407 ]
6408 ]
6409 ],
6410 [
6411 'resistance',
6412 [
6413 [
6414 'resist_physical',
6415 {
6416 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6417 name => 'resist physical %',
6418 type => 'int'
6419 }
6420 ],
6421 [
6422 'resist_magic',
6423 {
6424 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6425 name => 'resist magic %',
6426 type => 'int'
6427 }
6428 ],
6429 [
6430 'resist_fire',
6431 {
6432 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6433 name => 'resist fire %',
6434 type => 'int'
6435 }
6436 ],
6437 [
6438 'resist_electricity',
6439 {
6440 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6441 name => 'resist electricity %',
6442 type => 'int'
6443 }
6444 ],
6445 [
6446 'resist_cold',
6447 {
6448 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6449 name => 'resist cold %',
6450 type => 'int'
6451 }
6452 ],
6453 [
6454 'resist_acid',
6455 {
6456 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6457 name => 'resist acid %',
6458 type => 'int'
6459 }
6460 ],
6461 [
6462 'resist_confusion',
6463 {
6464 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6465 name => 'resist confusion %',
6466 type => 'int'
6467 }
6468 ],
6469 [
6470 'resist_weaponmagic',
6471 {
6472 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6473 name => 'resist weaponmagic %',
6474 type => 'int'
6475 }
6476 ],
6477 [
6478 'resist_ghosthit',
6479 {
6480 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6481 name => 'resist ghosthit %',
6482 type => 'int'
6483 }
6484 ],
6485 [
6486 'resist_slow',
6487 {
6488 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6489 name => 'resist slow %',
6490 type => 'int'
6491 }
6492 ],
6493 [
6494 'resist_fear',
6495 {
6496 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6497 name => 'resist fear %',
6498 type => 'int'
6499 }
6500 ],
6501 [
6502 'resist_death',
6503 {
6504 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6505 name => 'resist death-attack %',
6506 type => 'int'
6507 }
6508 ],
6509 [
6510 'resist_chaos',
6511 {
6512 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6513 name => 'resist chaos %',
6514 type => 'int'
6515 }
6516 ],
6517 [
6518 'resist_blind',
6519 {
6520 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6521 name => 'resist blinding %',
6522 type => 'int'
6523 }
6524 ],
6525 [
6526 'resist_holyword',
6527 {
6528 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6529 name => 'resist holy power %',
6530 type => 'int'
6531 }
6532 ],
6533 [
6534 'resist_godpower',
6535 {
6536 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6537 name => 'resist godpower %',
6538 type => 'int'
6539 }
6540 ],
6541 [
6542 'resist_paralyze',
6543 {
6544 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6545 name => 'resist paralyze %',
6546 type => 'int'
6547 }
6548 ],
6549 [
6550 'resist_drain',
6551 {
6552 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6553 name => 'resist draining %',
6554 type => 'int'
6555 }
6556 ],
6557 [
6558 'resist_deplete',
6559 {
6560 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6561 name => 'resist depletion %',
6562 type => 'int'
6563 }
6564 ],
6565 [
6566 'resist_poison',
6567 {
6568 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6569 name => 'resist poison %',
6570 type => 'int'
6571 }
6572 ]
6573 ]
6574 ]
6575 ],
6576 use => 'Feel free to assign resistancies and stats to a skill tools or change the skill that is given.'
6577 },
6578 'Special Key' => {
6579 attr => [
6580 [
6581 'slaying',
6582 {
6583 desc => 'This string must be identical with the <key string> in the locked door, then it can be unlocked. It can also be used to trigger inventory checkers.',
6584 name => 'key string',
6585 type => 'string'
6586 }
6587 ],
6588 [
6589 'material',
6590 {
6591 desc => 'For Special Keys, material should always be unset or set to Adamantite. This prevents the key from getting burned or otherwise destroyed.',
6592 name => 'material',
6593 type => 'bitmask',
6594 value => $BITMASK{material}
6595 }
6596 ],
6597 [
6598 'unique',
6599 {
6600 desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good. This can be used if you want to sell apartments on your map: Simply sell a unique passport/key, and place an inventory checker at the entrance of your apartment.',
6601 name => 'unique item',
6602 type => 'bool'
6603 }
6604 ],
6605 [
6606 'startequip',
6607 {
6608 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
6609 name => 'godgiven item',
6610 type => 'bool'
6611 }
6612 ],
6613 [
6614 'msg',
6615 {
6616 desc => 'This will add a description to the object. The player can read this text by clicking on the item in his inventory. Use this message to describe what the key/passport is good for. A player might have 50 different keys on his key-ring. Don\'t expect players to recall their purpose just by their names.',
6617 end => 'endmsg',
6618 name => 'description',
6619 type => 'text'
6620 }
6621 ],
6622 [
6623 'no_steal',
6624 {
6625 desc => 'This item can\'t be stolen if the flag is set.',
6626 name => 'not stealable',
6627 type => 'bool'
6628 }
6629 ]
6630 ],
6631 desc => 'When carrying the appropriate special key, a locked door can be opened. The key will dissapear. <br><br> This object-type can also be used for "passport"-like items: When walking onto an invetory checker, a gate for example might get opened. The "passport" will stay in the player\'s inventory.',
6632 ignore => [
6633 'material'
6634 ],
6635 name => 'Special Key',
6636 use => 'How to make a "passport": You take the special key arch (archetype name is "key2"), set the face to something like card.111 and the name to "passport" - that\'s all. The &lt;key string&gt; certainly must match with the appropiate inventory checker. <br><br> Of course you can be creative with names and faces of key-objects. A "mysterious crystal" or a "big dragon claw" (with appropriate faces) appear more interesting than just a "strange key", or "passport".'
6637 },
6638 Spell => {
6639 attr => [
6640 [
6641 'no_drop',
6642 {
6643 type => 'fixed',
6644 value => 1
6645 }
6646 ],
6647 [
6648 'invisible',
6649 {
6650 type => 'fixed',
6651 value => 1
6652 }
6653 ],
6654 [
6655 'skill',
6656 {
6657 desc => 'The <skill name> matches the skill which is needed to cast this spell. This should be one out of "sorcery", "pyromancy", "evocation", "summoning" or "praying". If you want to fiddle with these, please take care not to upset the concept and balance of the various skills.',
6658 name => 'skill name',
6659 type => 'string'
6660 }
6661 ],
6662 [
6663 'subtype',
6664 {
6665 desc => 'The <spell type> defines the basic type of spell. Some of these types are of a more generic nature than others.',
6666 name => 'spell type',
6667 type => 'list',
6668 value => $LIST{spell_type}
6669 }
6670 ],
6671 [
6672 'level',
6673 {
6674 name => 'spell level',
6675 type => 'int'
6676 }
6677 ],
6678 [
6679 'casting_time',
6680 {
6681 name => 'casting time',
6682 type => 'int'
6683 }
6684 ],
6685 [
6686 'duration',
6687 {
6688 name => 'duration',
6689 type => 'int'
6690 }
6691 ],
6692 [
6693 'other_arch',
6694 {
6695 name => 'create object',
6696 type => 'string'
6697 }
6698 ],
6699 [
6700 'sp',
6701 {
6702 name => 'cost spellpoints',
6703 type => 'int'
6704 }
6705 ],
6706 [
6707 'dam',
6708 {
6709 name => 'damage',
6710 type => 'int'
6711 }
6712 ],
6713 [
6714 'grace',
6715 {
6716 name => 'cost grace',
6717 type => 'int'
6718 }
6719 ],
6720 [
6721 'maxsp',
6722 {
6723 name => 'double cost per level',
6724 type => 'int'
6725 }
6726 ]
6727 ],
6728 desc => 'Spell objects define a spell. When a spell is put in a spellbook, players can learn it by reading the book. Once learned, players can use the spell as often as they like. With increasing skill level of the player, spells may gain power but also increase cost.<br> Monsters can use spells which are put in their inventory (provided that certain "enabling" settings are correct). The monster\'s &lt;treasurelist&gt; can also be used to provide it with spells.',
6729 ignore => [
6730 $IGNORE_LIST{system_object}
6731 ],
6732 name => 'Spell',
6733 use => 'A lot of the spells\' settings can be tuned and customized. When creating new spells which are accessible to players, it is important to think about balance. A single spell which is too powerful and/or too easy to use can eventually toss the whole skill and magic school system out of whack. Testing new spells is quite important therefore.'
6734 },
6735 Spellbook => {
6736 attr => [
6737 [
6738 'skill',
6739 {
6740 type => 'fixed',
6741 value => 'literacy'
6742 }
6743 ],
6744 [
6745 'randomitems',
6746 {
6747 desc => 'There are two ways to put spells into a spellbook: 1. Put a spell object in the books inventory. In this case, treasurelist must be set to <none>. 2. Choose a treasurelist which contains spells. In that way, a spell will be chosen randomly from the list.',
6748 name => 'treasurelist',
6749 type => 'treasurelist'
6750 }
6751 ],
6752 [
6753 'startequip',
6754 {
6755 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
6756 name => 'godgiven item',
6757 type => 'bool'
6758 }
6759 ],
6760 [
6761 'msg',
6762 {
6763 desc => 'This text may contain a nice description of the spellbook\'s cover or something.',
6764 end => 'endmsg',
6765 name => 'description',
6766 type => 'text'
6767 }
6768 ]
6769 ],
6770 desc => 'By reading a spellbook, the player has a chance of learning the contained spell. Once learned from a book, the spell is available forever. Spellbooks with high level spells require some skill-level to read.<br><br> You can create widely customized spells only by adjusting the spell object in the spellbooks inventory. Refer to the description of spell objects for detailed information how to customize spells.<br> If you want to have a random spellbook instead, choose a &lt;treasurelist&gt; with a compilation of spells that the book may contain.',
6771 name => 'Spellbook',
6772 use => 'Don\'t put any of the godgiven spells into a spellbook! These are reserved for the followers of the appropriate cults. Handing them out in a spellbook would violate the balance between different religions. <br><br> Note that there is no fundamental difference between the spellbooks of varying schools (pyromancy, sorcery, evocation, summoning, and even praying). The difference lies only in the spells they contain. It is up to you, the mapmaker, to pick the right type of book for your spells.'
6773 },
6774 Spinner => {
6775 attr => [
6776 [
6777 'sp',
6778 {
6779 desc => 'The spinner will change the direction of flying objects by 45 degrees per <direction number>. Negative values spin clockwise, positive values counter clockwise. Example: <direction number> -2 means spin 90 degrees clockwise.',
6780 name => 'direction number',
6781 type => 'int'
6782 }
6783 ],
6784 [
6785 'move_on',
6786 {
6787 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
6788 name => 'movement on',
6789 type => 'movement_type'
6790 }
6791 ]
6792 ],
6793 desc => 'Spinners change the direction of spell objects and other projectiles that fly past. Unlike directors, it does make a difference from what angle you shoot into the spinner. The direction of objects flying past is always changed by a certain degree.',
6794 ignore => [
6795 $IGNORE_LIST{non_pickable}
6796 ],
6797 name => 'Spinner',
6798 use => 'Spinners are very rarely used. I believe they are quite confusing and pointless. The only use I can think of is building some puzzle about where to shoot into spinners to shoot somewhere you otherwise couldn\'t. When placing spinners on a map with magic walls, make sure the spell- projectiles from magic walls don\'t get to fly in loops.'
6799 },
6800 Swamp => {
6801 attr => [
6802 [
6803 'is_floor',
6804 {
6805 type => 'fixed',
6806 value => 1
6807 }
6808 ],
6809 [
6810 'is_wooded',
6811 {
6812 type => 'fixed',
6813 value => 1
6814 }
6815 ],
6816 [
6817 'speed',
6818 {
6819 desc => 'The higher the <drowning speed>, the faster will players and items sink into the swamp. Swamp with very high <drowning speed> can be a nasty and unexpected death-trap. Players should get a warning before such areas.',
6820 name => 'drowning speed',
6821 type => 'float'
6822 }
6823 ],
6824 [
6825 'speed_left',
6826 {
6827 desc => 'The speed left to the object. On every tick, if this value is higher than 0, the object acts/triggers/moves etc. and the value gets decremented by 1. Otherwise, it is incremented by <speed> on every tick.',
6828 name => 'speed left',
6829 type => 'float'
6830 }
6831 ],
6832 [
6833 'move_on',
6834 {
6835 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
6836 name => 'movement on',
6837 type => 'movement_type'
6838 }
6839 ],
6840 [
6841 'move_block',
6842 {
6843 desc => 'Objects using these movement types cannot move over this space.',
6844 name => 'blocked movement',
6845 type => 'movement_type'
6846 }
6847 ],
6848 [
6849 'move_allow',
6850 {
6851 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
6852 name => 'allowed movement',
6853 type => 'movement_type'
6854 }
6855 ],
6856 [
6857 'move_slow',
6858 {
6859 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
6860 name => 'slowed movement',
6861 type => 'movement_type'
6862 }
6863 ],
6864 [
6865 'move_slow_penalty',
6866 {
6867 desc => 'If <slow movement> is set to a value greater zero, all creatures matching \'slow move\' will be slower than normal on this spot. <slow movement> 1 - rough terrain <slow movement> 2 - very rough terrain ... <slow movement> 5 - default for deep swamp ... <slow movement> 7 - spider web (sticky as hell)',
6868 name => 'slow movement penalty',
6869 type => 'int'
6870 }
6871 ],
6872 [
6873 'no_magic',
6874 {
6875 desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
6876 name => 'no spells',
6877 type => 'bool'
6878 }
6879 ],
6880 [
6881 'damned',
6882 {
6883 desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
6884 name => 'no prayers',
6885 type => 'bool'
6886 }
6887 ]
6888 ],
6889 desc => 'Swamp areas show a special behaviour: When a player stands still on a swamp-square for too long, he will start to sink in and eventually drown and die. Items dropped on the swamp sink in and dissapear. Players with knowledge of the woodsman skill are a lot less likely to die in the swamp.',
6890 ignore => [
6891 $IGNORE_LIST{non_pickable}
6892 ],
6893 name => 'Swamp'
6894 },
6895 Teleporter => {
6896 attr => [
6897 [
6898 'slaying',
6899 {
6900 desc => 'The exit path specifies the map that the player is transferred to. <exit path> can be an absolute path, beginning with \'/\' (for example "/peterm/FireTemple/fire1"). It can also be a relative path, not beginning with \'/\' (On the map "/peterm/FireTemple/Fire2" for example I could use the relative path "Fire1"). Use relative paths whenever possible! Note that upper/lower case must always be set correctly. However, please use lower case only. If the <exit path> is set, ONLY players can get teleported. If the <exit path> is unset (empty), anything can get teleported: Players, monsters and items. In this case, the destined map is automatically the same map the teleporter is on.',
6901 name => 'exit path',
6902 type => 'string'
6903 }
6904 ],
6905 [
6906 'hp',
6907 {
6908 desc => 'The exit destinations define the (x, y)-coordinates where the exit leads to. If both are set to zero and <exit path> is empty, the player will get teleported to another, randomly chosen teleporter on the same map (Slightly confusing for the player though). Make sure there actually *is* a second one in that case. If both are set to zero and <exit path> is set, the player will be transferred to the "default enter location" of the destined map. The latter can be set in the map-properties as "Enter X/Y". Though, please DO NOT use that. It turned out to be a source for numerous map-bugs.',
6909 name => 'destination X',
6910 type => 'int'
6911 }
6912 ],
6913 [
6914 'sp',
6915 {
6916 desc => 'The exit destinations define the (x, y)-coordinates where the exit leads to. If both are set to zero and <exit path> is empty, the player will get teleported to another, randomly chosen teleporter on the same map (Slightly confusing for the player though). Make sure there actually *is* a second one in that case. If both are set to zero and <exit path> is set, the player will be transferred to the "default enter location" of the destined map. The latter can be set in the map-properties as "Enter X/Y". Though, please DO NOT use that. It turned out to be a source for numerous map-bugs.',
6917 name => 'destination Y',
6918 type => 'int'
6919 }
6920 ],
6921 [
6922 'connected',
6923 {
6924 desc => 'If a connection value is set, the teleporter will be activated whenever the connection is triggered. To use this properly, <activation speed> must be zero.',
6925 name => 'connection',
6926 type => 'string'
6927 }
6928 ],
6929 [
6930 'activate_on_push',
6931 {
6932 desc => 'Whether the teleporter should only be activated on push.',
6933 name => 'activate on push',
6934 type => 'bool'
6935 }
6936 ],
6937 [
6938 'activate_on_release',
6939 {
6940 desc => 'Whether the teleporter should only be activated on release.',
6941 name => 'activate on release',
6942 type => 'bool'
6943 }
6944 ],
6945 [
6946 'speed',
6947 {
6948 desc => 'If the <activation speed> is nonzero, the teleporter will automatically be activated in regular time-intervals. Hence, the player can just step on it and gets teleported sooner or later. The duration between two activates depends on the given value. Default in the teleporter arch is <activation speed> 0.1. VERY IMPORTANT: If you want to have your teleporter activated via button/handle/magic_ear/etc, you must set <activation speed> to zero!',
6949 name => 'activation speed',
6950 type => 'float'
6951 }
6952 ],
6953 [
6954 'speed_left',
6955 {
6956 desc => 'The speed left to the object. On every tick, if this value is higher than 0, the object acts/triggers/moves etc. and the value gets decremented by 1. Otherwise, it is incremented by <speed> on every tick.',
6957 name => 'speed left',
6958 type => 'float'
6959 }
6960 ]
6961 ],
6962 desc => 'When the player walks into a teleporter, he is transferred to a different location. The main difference to the object-type exit is the possibility to have teleporters connected to levers/buttons/etc. Sometimes teleporters are activated even against the players will. <br><br> Unlike exits, teleporters can also transfer items and monsters to different locations on the same map.',
6963 ignore => [
6964 $IGNORE_LIST{non_pickable},
6965 'connected'
6966 ],
6967 name => 'Teleporter',
6968 use => 'When creating maps, I guess sooner or later you\'ll want to have an invisible teleporter. If using "invisible 1", the teleporter can still be discovered with the show_invisible spell. And in some cases you can\'t place it under the floor to prevent this. <br><br> Fortunately, there is a cool trick to make a perfectly invisible teleporter: You simply add teleporter functionality to the floor itself. That means: You take the floor arch (e.g. "flagstone"), set "type 41", and add slaying/hp/sp/connected... everything you need.'
6969 },
6970 'Timed Gate' => {
6971 attr => [
6972 [
6973 'no_pick',
6974 {
6975 type => 'fixed',
6976 value => 1
6977 }
6978 ],
6979 [
6980 'connected',
6981 {
6982 desc => 'Whenever the inventory checker is triggered, all objects with identical <connection> value get activated. This only makes sense together with <blocking passage> disabled. If unset, the gate opens automatically after some time.',
6983 name => 'connection',
6984 type => 'string'
6985 }
6986 ],
6987 [
6988 'activate_on_push',
6989 {
6990 desc => 'Whether the teleporter should only be activated on push.',
6991 name => 'activate on push',
6992 type => 'bool'
6993 }
6994 ],
6995 [
6996 'activate_on_release',
6997 {
6998 desc => 'Whether the teleporter should only be activated on release.',
6999 name => 'activate on release',
7000 type => 'bool'
7001 }
7002 ],
7003 [
7004 'wc',
7005 {
7006 desc => 'The <position state> defines the position of the gate: Zero means completely open/down, the "number of animation-steps" (usually about 6 or 7) means completely closed/up state. I suggest you don\'t mess with this value - Leave the default in place.',
7007 name => 'position state',
7008 type => 'int'
7009 }
7010 ],
7011 [
7012 'move_block',
7013 {
7014 desc => 'Objects using these movement types cannot move over this space.',
7015 name => 'blocked movement',
7016 type => 'movement_type'
7017 }
7018 ],
7019 [
7020 'move_allow',
7021 {
7022 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
7023 name => 'allowed movement',
7024 type => 'movement_type'
7025 }
7026 ],
7027 [
7028 'move_slow',
7029 {
7030 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
7031 name => 'slowed movement',
7032 type => 'movement_type'
7033 }
7034 ],
7035 [
7036 'move_slow_penalty',
7037 {
7038 desc => 'If <slow movement> is set to a value greater zero, all creatures matching \'slow move\' will be slower than normal on this spot. <slow movement> 1 - rough terrain <slow movement> 2 - very rough terrain ... <slow movement> 5 - default for deep swamp ... <slow movement> 7 - spider web (sticky as hell)',
7039 name => 'slow movement penalty',
7040 type => 'int'
7041 }
7042 ],
7043 [
7044 'no_magic',
7045 {
7046 desc => 'Restricting the use of spells to pass this gate. This has an effect only if <block view> is disabled.',
7047 name => 'restrict spells',
7048 type => 'bool'
7049 }
7050 ],
7051 [
7052 'damned',
7053 {
7054 desc => 'Restricting the use of prayers to pass this door. This has an effect only if <block view> is disabled.',
7055 name => 'restrict prayers',
7056 type => 'bool'
7057 }
7058 ],
7059 [
7060 'hp',
7061 {
7062 desc => 'Defines the duration the gate remains closed. This only takes effect if the gate is not connected.',
7063 name => 'open duration',
7064 type => 'int'
7065 }
7066 ]
7067 ],
7068 desc => 'Gates play an important role in Deliantra. Gates can be opened by activating a button/trigger, by speaking passwords (-> magic_ear) or carrying special key-objects (-> inventory checker). Unlike locked doors, gates can get shut again after a player has passed, which makes them more practical in many cases. Unlike normal gates, timed gates open when triggered but automatically close again after some time.',
7069 ignore => [
7070 $IGNORE_LIST{non_pickable},
7071 'connected'
7072 ],
7073 name => 'Timed Gate',
7074 use => 'Use gates to divide your maps into separated areas. After solving area A, the player gains access to area B, and so on. Make your maps more complex than "one-way".'
7075 },
7076 Torch => {
7077 attr => [
7078 [
7079 'is_lightable',
7080 {
7081 desc => 'This flag controls whether the torch can be lit up again using a lighter or whether it can only be used once, in which case they can be enabled by simply applying them without any special tools.',
7082 name => 'reignitable',
7083 type => 'bool'
7084 }
7085 ],
7086 [
7087 'food',
7088 {
7089 desc => 'This field specifies the burning duration of the torch.',
7090 name => 'burning duration',
7091 type => 'int'
7092 }
7093 ],
7094 [
7095 'range',
7096 {
7097 desc => 'This field sets the glow radius of the torch if it is enabled. If you want to make a torch that is already burning set the "glow radius" field.',
7098 name => 'enabled glow radius',
7099 type => 'int'
7100 }
7101 ],
7102 [
7103 'level',
7104 {
7105 desc => 'If this field specyfies the cursed effect\'s level. If it is 0 no cursed effect will be generate. See also the "cursed" flag.',
7106 name => 'level',
7107 type => 'int'
7108 }
7109 ],
7110 [
7111 'cursed',
7112 {
7113 desc => 'Cursed torches, which have a level above 0, explode if the player applies them.',
7114 name => 'cursed',
7115 type => 'bool'
7116 }
7117 ]
7118 ],
7119 desc => 'Torches are a special kind of Lamp that offer the option of lighting them up without using a lighter (These torches are usually called \'pyrophor torches\'. See also the \'reignitable\' setting). The other kind of torches, that are reignitable, can be put out and put on again using a lighter.',
7120 name => 'Torch'
7121 },
7122 Trap => {
7123 attr => [
7124 [
7125 'no_pick',
7126 {
7127 type => 'fixed',
7128 value => 1
7129 }
7130 ],
7131 [
7132 'move_on',
7133 {
7134 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
7135 name => 'movement on',
7136 type => 'movement_type'
7137 }
7138 ],
7139 [
7140 'level',
7141 {
7142 desc => 'Level effects how easily a trap may be found and disarmed, and how much experience the player gets for doing so. Beware: High level traps can be quite a cheap source of experience! So either make them tough, or keep the level low.',
7143 name => 'trap level',
7144 type => 'int'
7145 }
7146 ],
7147 [
7148 'Cha',
7149 {
7150 desc => 'This value determines what fraction of the time the trap is visible: It\'ll be randomly visible 1/<visibility> of the time. Also effects how easily the trap may be found.',
7151 name => 'visibility',
7152 type => 'int'
7153 }
7154 ],
7155 [
7156 'hp',
7157 {
7158 desc => 'The trap will detonate <number of charges> times before disappearing.',
7159 name => 'number of charges',
7160 type => 'int'
7161 }
7162 ],
7163 [
7164 'dam',
7165 {
7166 desc => '<direct damage> specifies how much damage is done by the trap. This should be set in reasonable relation to the trap\'s level.',
7167 name => 'direct damage',
7168 type => 'int'
7169 }
7170 ],
7171 [
7172 'attacktype',
7173 {
7174 desc => 'This attribute defines what attacktype to use for direct damage when the trap detonates.',
7175 name => 'attacktype',
7176 type => 'bitmask',
7177 value => $BITMASK{attacktype}
7178 }
7179 ],
7180 [
7181 'connected',
7182 {
7183 desc => 'When the trap is detonated, all objects with the same connection value get activated.',
7184 name => 'connection',
7185 type => 'string'
7186 }
7187 ],
7188 [
7189 'msg',
7190 {
7191 desc => 'When the trap detonates, this text is displayed to the victim. For especially powerful or complex traps, create an appropriate and thrilling description. ;)',
7192 end => 'endmsg',
7193 name => 'detonation text',
7194 type => 'text'
7195 }
7196 ]
7197 ],
7198 desc => 'A trap is a object that can either do damage or trigger another connected object when detonated. Traps are like runes except they are not magical in nature, and generally have either a physical attack or trigger a reaction. <br><br> Traps hit any monster or person who steps on them for \'dam\' damage in \'attacktype\' attacktype and/or trigger a reaction. <br><br> Many traps are already defined in the archetypes.',
7199 ignore => [
7200 'no_pick',
7201 'title',
7202 'name_pl',
7203 'weight',
7204 'value',
7205 'material',
7206 'unpaid',
7207 'connected'
7208 ],
7209 name => 'Trap',
7210 use => 'Avoid monsters stepping on your traps. For example, a party of orcs setting off your lightning wall and pit trap is usually a bad idea.'
7211 },
7212 Trapdoor => {
7213 attr => [
7214 [
7215 'no_pick',
7216 {
7217 type => 'fixed',
7218 value => 1
7219 }
7220 ],
7221 [
7222 'move_on',
7223 {
7224 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
7225 name => 'movement on',
7226 type => 'movement_type'
7227 }
7228 ],
7229 [
7230 'weight',
7231 {
7232 desc => 'This value defines how much weight the trapdoor can hold. Once items or creatures are gathered on the trapdoor, with a total weight surpassing this value, then the trapdoor will open and things start falling through.',
7233 name => 'hold weight',
7234 type => 'int'
7235 }
7236 ],
7237 [
7238 'hp',
7239 {
7240 desc => 'The trapdoor will transport creatures (and items) randomly into a two-square radius of the destination coordinates. If the destination square becomes blocked, the trapdoor will act like being filled up and not work anymore!',
7241 name => 'destination X',
7242 type => 'int'
7243 }
7244 ],
7245 [
7246 'sp',
7247 {
7248 desc => 'The trapdoor will transport creatures (and items) randomly into a two-square radius of the destination coordinates. If the destination square becomes blocked, the trapdoor will act like being filled up and not work anymore!',
7249 name => 'destination Y',
7250 type => 'int'
7251 }
7252 ]
7253 ],
7254 desc => 'Trapdoors are very similar to pits. The difference is that they can not be closed. Instead, the weight of the object on the trapdoor determines weither it slams the trapdoor open and falls through or not.<br> Once a trapdoor has been opened (by a creature or items of sufficient weight,) it remains open, acting like an opened pit.',
7255 ignore => [
7256 $IGNORE_LIST{non_pickable}
7257 ],
7258 name => 'Trapdoor',
7259 use => 'Trapdoors should be used in the same fashion as pits: They should always drop the victims to some kind of lower level. They are not supposed to be used to randomly interconnect maps like teleporters.'
7260 },
7261 Treasure => {
7262 attr => [
7263 [
7264 'randomitems',
7265 {
7266 desc => 'This entry determines what kind of treasure will appear. Look into /crossfire/share/crossfire/treasures for details about existing treasurelists.',
7267 name => 'treasurelist',
7268 type => 'treasurelist'
7269 }
7270 ],
7271 [
7272 'auto_apply',
7273 {
7274 desc => '"Auto-generate" must be set in order to have the treasure be created when the map is loaded. If you want to create a random treasure chest, you unset this flag. That way, the player has to apply the object (the chest), then the treasure is generated.',
7275 name => 'auto-generate',
7276 type => 'bool'
7277 }
7278 ],
7279 [
7280 'hp',
7281 {
7282 desc => '"Create number" specifies how many pieces of the given treasurelist will appear. Note that for every piece there is a chance that nothing is generated. Also, sometimes there can be stacks of items generated, like for gems/money.',
7283 name => 'create number',
7284 type => 'int'
7285 }
7286 ],
7287 [
7288 'exp',
7289 {
7290 desc => 'The <quality level> will be used for the quality of the generated treasure instead of the map difficulty (as was done with shops). If zero/unset, the map difficulty will instead be used. (Example for comparison: Shop floors generate treasure of <quality level> 5 per default).',
7291 name => 'quality level',
7292 type => 'int'
7293 }
7294 ]
7295 ],
7296 desc => 'A treasure-object turns into certain randomitems when the map is loaded into the game.',
7297 ignore => [
7298 'nrof',
7299 'title',
7300 'name_pl',
7301 'weight',
7302 'value',
7303 'material'
7304 ],
7305 name => 'Treasure',
7306 use => 'About usage of the "random-artifact" treasurelist: This will generate powerful stuff like girdles, xray helmets, special swords etc. If you put this as reward to your quest, players might be motivated to do it more than once. BUT, by doing so they will get a huge number of different artifacts! Besides, players will always seek the place with the most easy-to-get random artifact and ignore all others. My advice: Don\'t use it! Attract players with good fighting experience (from monsters), potions, spellbooks, money, and non-random artifacts.'
7307 },
7308 'Trigger Marker' => {
7309 attr => [
7310 [
7311 'no_pick',
7312 {
7313 type => 'fixed',
7314 value => 1
7315 }
7316 ],
7317 [
7318 'slaying',
7319 {
7320 desc => 'The <key string> can be detected by inv. checkers/detectors. If the player already has a force with that <key string>, there won\'t be inserted a second one.',
7321 name => 'key string',
7322 type => 'string'
7323 }
7324 ],
7325 [
7326 'connected',
7327 {
7328 desc => 'Unlike a regular marker this is the connection that triggers this marker to activate.',
7329 name => 'connection',
7330 type => 'string'
7331 }
7332 ],
7333 [
7334 'food',
7335 {
7336 desc => 'This value defines the duration of the force it inserts. If nonzero, the duration of the player\'s mark is finite: about 1 food per 10 seconds. <mark duration> zero/unset means the mark will stay on the player forever.',
7337 name => 'mark duration',
7338 type => 'int'
7339 }
7340 ],
7341 [
7342 'name',
7343 {
7344 desc => 'When the player steps onto the marker, all existing forces in the players inventory with a <key string> matching <delete mark> will be removed. If you don\'t want to remove any marks, leave this textfield empty. Note that the string <delete mark> is set as the name of this marker. So don\'t be confused, and remember changing the name will take effect on the marker\'s functionality.',
7345 name => 'delete mark',
7346 type => 'string'
7347 }
7348 ],
7349 [
7350 'msg',
7351 {
7352 desc => 'In the moment when the player gets marked, this text is displayed to him. You should really set a message in any marker you create, because it\'s the only way for the player to notice what\'s going on.',
7353 end => 'endmsg',
7354 name => 'marking message',
7355 type => 'text'
7356 }
7357 ]
7358 ],
7359 desc => 'A trigger marker is an object that inserts an invisible force (a mark) into a player stepping on it WHEN TRIGGERED. This force does nothing except containing a &lt;key string&gt; which can be discovered by detectors or inventory checkers. It is also possible to use markers for removing marks again. (by setting the "name" slot to the name of the marker to be removed). <br><br> Note that the player has no possibility to "see" his own marks, except by the effect that they cause on the maps.',
7360 ignore => [
7361 $IGNORE_LIST{system_object},
7362 'connected'
7363 ],
7364 name => 'Trigger Marker',
7365 use => 'Markers hold real cool possibilities for map-making. I encourage you to use them frequently. However there is one negative point about markers: Players don\'t "see" what\'s going on with them. It is your task, as map-creator, to make sure the player is always well informed and never confused. <br><br> Please avoid infinite markers when they aren\'t needed. They\'re using a little space in the player file after all, so if there is no real purpose, set an expire time.'
7366 },
7367 Wall => {
7368 attr => [
7369 [
7370 'move_block',
7371 {
7372 desc => 'Objects using these movement types cannot move over this space.',
7373 name => 'blocked movement',
7374 type => 'movement_type'
7375 }
7376 ],
7377 [
7378 'move_allow',
7379 {
7380 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
7381 name => 'allowed movement',
7382 type => 'movement_type'
7383 }
7384 ],
7385 [
7386 'move_slow',
7387 {
7388 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
7389 name => 'slowed movement',
7390 type => 'movement_type'
7391 }
7392 ],
7393 [
7394 'move_slow_penalty',
7395 {
7396 desc => 'If <slow movement> is set to a value greater zero, all creatures matching \'slow move\' will be slower than normal on this spot. <slow movement> 1 - rough terrain <slow movement> 2 - very rough terrain ... <slow movement> 5 - default for deep swamp ... <slow movement> 7 - spider web (sticky as hell)',
7397 name => 'slow movement penalty',
7398 type => 'int'
7399 }
7400 ],
7401 [
7402 'can_roll',
7403 {
7404 desc => 'If set, the object is able to "roll", so it can be pushed around. This setting is used for boulders and barrels.',
7405 name => 'moveable',
7406 type => 'bool'
7407 }
7408 ],
7409 [
7410 'no_magic',
7411 {
7412 desc => 'This takes effect only with <blocksview> disabled. Restricting the use of spells to pass this wall.',
7413 name => 'restrict spells',
7414 type => 'bool'
7415 }
7416 ],
7417 [
7418 'damned',
7419 {
7420 desc => 'This takes effect only with <blocksview> disabled. Restricting the use of spells to pass this wall.',
7421 name => 'restrict prayers',
7422 type => 'bool'
7423 }
7424 ]
7425 ],
7426 desc => 'Walls usually block passage and sight.',
7427 ignore => [
7428 'nrof',
7429 'title',
7430 'name_pl',
7431 'value',
7432 'unpaid'
7433 ],
7434 name => 'Wall'
7435 },
7436 'Wand & Staff' => {
7437 attr => [
7438 [
7439 'sp',
7440 {
7441 desc => 'The <spell> specifies the contained spell.',
7442 name => 'spell',
7443 type => 'spell'
7444 }
7445 ],
7446 [
7447 'level',
7448 {
7449 desc => 'The <casting level> of the wand determines it\'s power. An average level for wands in shops is about 10.',
7450 name => 'casting level',
7451 type => 'int'
7452 }
7453 ],
7454 [
7455 'food',
7456 {
7457 desc => 'The wand can be used <number of charges> times before it is used up. It can be recharged with scrolls of charging.',
7458 name => 'number of charges',
7459 type => 'int'
7460 }
7461 ],
7462 [
7463 'startequip',
7464 {
7465 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
7466 name => 'godgiven item',
7467 type => 'bool'
7468 }
7469 ],
7470 [
7471 'msg',
7472 {
7473 desc => 'This text may contain a description of the wand.',
7474 end => 'endmsg',
7475 name => 'description',
7476 type => 'text'
7477 }
7478 ]
7479 ],
7480 desc => 'Wands contain a certain spell. The player can apply (ready) and fire the wand. After a defined number of casts, the wand is "used up". It is possible to recharge a wand with scrolls of charging, but usually that isn\'t worth the cost.',
7481 name => 'Wand & Staff',
7482 use => 'Wands are quite seldomly used. The reason prolly is that they\'re generally not cost-efficient. Handing out high-level wands with powerful special spells isn\'t a good idea either, because of the recharge ability. <br><br> For low levels, staffs of healing/cure and word of recall are quite desirable though. Ideal rewards for low level quests.'
7483 },
7484 'Weak Wall' => {
7485 attr => [
7486 [
7487 'alive',
7488 {
7489 type => 'fixed',
7490 value => 1
7491 }
7492 ],
7493 [
7494 'no_pick',
7495 {
7496 type => 'fixed',
7497 value => 1
7498 }
7499 ],
7500 [
7501 'tear_down',
7502 {
7503 type => 'fixed',
7504 value => 1
7505 }
7506 ],
7507 [
7508 'race',
7509 {
7510 desc => 'For weak walls, <race> should always be set to "wall", unless you create something fancy like a building which is in fact meant to be a huge animal. Note that shovels slay walls, so they do tripple damage against weak walls.',
7511 name => 'race',
7512 type => 'string'
7513 }
7514 ],
7515 [
7516 'level',
7517 {
7518 desc => 'The <level> of a weak wall works similar to monster levels. Due to the fact that weak walls cannot attack, the level is much less important though.',
7519 name => 'level',
7520 type => 'int'
7521 }
7522 ],
7523 [
7524 'hp',
7525 {
7526 desc => 'The <health points> of a weak wall define how long it takes to tear it down. With every successful hit from an opponent, <health points> get drained.',
7527 name => 'health points',
7528 type => 'int'
7529 }
7530 ],
7531 [
7532 'maxhp',
7533 {
7534 desc => '<max health> is the maximum amount of <health points> this weak wall can have. Since walls generally don\'t heal, I doubt this has much real effect.',
7535 name => 'max health',
7536 type => 'int'
7537 }
7538 ],
7539 [
7540 'ac',
7541 {
7542 desc => 'Weak walls of high <armour class> are less likely to get hit. <armour class> can be considered the "counterpiece" to <weapon class>.',
7543 name => 'armour class',
7544 type => 'int'
7545 }
7546 ]
7547 ],
7548 desc => 'A weak wall is a breakable spot amidsts a solid wall. Typically these weak walls look similar to their solid "relatives" except for a small crack or little chunks of wall on the ground.',
7549 ignore => [
7550 $IGNORE_LIST{non_pickable}
7551 ],
7552 name => 'Weak Wall',
7553 section => [
7554 [
7555 'resistance',
7556 [
7557 [
7558 'resist_physical',
7559 {
7560 name => 'resist physical %',
7561 type => 'int'
7562 }
7563 ],
7564 [
7565 'resist_magic',
7566 {
7567 name => 'resist magic %',
7568 type => 'int'
7569 }
7570 ],
7571 [
7572 'resist_fire',
7573 {
7574 name => 'resist fire %',
7575 type => 'int'
7576 }
7577 ],
7578 [
7579 'resist_electricity',
7580 {
7581 name => 'resist electricity %',
7582 type => 'int'
7583 }
7584 ],
7585 [
7586 'resist_cold',
7587 {
7588 name => 'resist cold %',
7589 type => 'int'
7590 }
7591 ],
7592 [
7593 'resist_confusion',
7594 {
7595 name => 'resist confusion %',
7596 type => 'int'
7597 }
7598 ],
7599 [
7600 'resist_acid',
7601 {
7602 name => 'resist acid %',
7603 type => 'int'
7604 }
7605 ],
7606 [
7607 'resist_drain',
7608 {
7609 name => 'resist draining %',
7610 type => 'int'
7611 }
7612 ],
7613 [
7614 'resist_weaponmagic',
7615 {
7616 name => 'resist weaponmagic %',
7617 type => 'int'
7618 }
7619 ],
7620 [
7621 'resist_ghosthit',
7622 {
7623 name => 'resist ghosthit %',
7624 type => 'int'
7625 }
7626 ],
7627 [
7628 'resist_poison',
7629 {
7630 name => 'resist poison %',
7631 type => 'int'
7632 }
7633 ],
7634 [
7635 'resist_slow',
7636 {
7637 name => 'resist slow %',
7638 type => 'int'
7639 }
7640 ],
7641 [
7642 'resist_paralyze',
7643 {
7644 name => 'resist paralyze %',
7645 type => 'int'
7646 }
7647 ],
7648 [
7649 'resist_fear',
7650 {
7651 name => 'resist fear %',
7652 type => 'int'
7653 }
7654 ],
7655 [
7656 'resist_deplete',
7657 {
7658 name => 'resist depletion %',
7659 type => 'int'
7660 }
7661 ],
7662 [
7663 'resist_death',
7664 {
7665 name => 'resist death-attack %',
7666 type => 'int'
7667 }
7668 ],
7669 [
7670 'resist_chaos',
7671 {
7672 name => 'resist chaos %',
7673 type => 'int'
7674 }
7675 ],
7676 [
7677 'resist_blind',
7678 {
7679 name => 'resist blinding %',
7680 type => 'int'
7681 }
7682 ],
7683 [
7684 'resist_holyword',
7685 {
7686 name => 'resist holy power %',
7687 type => 'int'
7688 }
7689 ],
7690 [
7691 'resist_godpower',
7692 {
7693 name => 'resist godpower %',
7694 type => 'int'
7695 }
7696 ]
7697 ]
7698 ]
7699 ],
7700 use => 'If you want to create hidden rooms, using weak walls is alot better than completely indiscernible passages in a wall.<br> Anyways, there can be a lot more to weak walls than just finding them: Rising their defensive stats, weak walls can become a serious obstacle. An ice wall might only be torn down by a fire attack for example. A granite wall for instance might be very hard to destroy.'
7701 },
7702 Weapon => {
7703 attr => [
7704 [
7705 'attacktype',
7706 {
7707 desc => 'This number is a bitmask, specifying the weapon\'s attacktypes. Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons have no more than one or two attacktypes. Keep in mind that all weapons can be blessed by the player\'s diety, thus adding an additional attacktype. When a player hits a monster with a weapon that has more than one attacktype, then he will do as much damage as the "best" of his attacktypes does. So, the more attacktypes you\'ve got, the better your chance to take advantage of a monster\'s vulnerabilities. (Btw: Same rule applies for monster vs. player.). Attacktypes "magic" and "chaos" are somehow exceptions.',
7708 name => 'attacktype',
7709 type => 'bitmask',
7710 value => $BITMASK{attacktype}
7711 }
7712 ],
7713 [
7714 'weapontype',
7715 {
7716 desc => 'The <weapontype> characterizes the weapon\'s type of physical attack. It could best be considered a "subclassification" of the physical attacktype. For now, this is only used for attack messages! You should always set this correctly when creating new weapons for your maps.',
7717 name => 'weapontype',
7718 type => 'list',
7719 value => $LIST{weapon_type}
7720 }
7721 ],
7722 [
7723 'skill',
7724 {
7725 desc => 'Matching <skill name> of the skill that is required to use this weapon.',
7726 name => 'skill name',
7727 type => 'string'
7728 }
7729 ],
7730 [
7731 'dam',
7732 {
7733 desc => 'The damage value is used as base value for how much damage the weapon does per hit. The actual damage involves more dependencies, like wielder\'s level and defender\'s level. Look at existing weapons to get a feel for the range of weapon damage values.',
7734 name => 'damage',
7735 type => 'int'
7736 }
7737 ],
7738 [
7739 'slaying',
7740 {
7741 desc => 'Slaying means the weapon does tripple (3x) damage to monsters of the specified race. If <slaying race> matches an arch name (e.g. "big_dragon"), only monsters of that archtype are hit with tripple damage. No god blessings are possible for weapons with a race set in this entry (That\'s because god blessings add tripple damage against their own enemy races). Tripple damage is very effective.',
7742 name => 'slaying race',
7743 type => 'string'
7744 }
7745 ],
7746 [
7747 'last_sp',
7748 {
7749 desc => 'The weapon speed determines how often the wielder can swing the weapon during a certain period of time. The lower the faster, <weapon speed> 1 is best (that is lightning- fast). A typical average value is 8. Speed and damage should be kept in reasonable relation.',
7750 name => 'weapon speed',
7751 type => 'int'
7752 }
7753 ],
7754 [
7755 'wc',
7756 {
7757 desc => 'The weapon class value adds to the overall weapon class of the wielder\'s melee attacks. Weapon class improves the chance of hitting the opponent.',
7758 name => 'weapon class',
7759 type => 'int'
7760 }
7761 ],
7762 [
7763 'magic',
7764 {
7765 desc => 'For a weapon, magic bonus works just like weapon class, except that magic bonus can be improved by the gods or reduced by acid. Hence, it is less useful than direct weapon class value on a weapon.',
7766 name => 'magic bonus',
7767 type => 'int'
7768 }
7769 ],
7770 [
7771 'item_power',
7772 {
7773 desc => 'The <item power> value measures how "powerful" an artifact is. Players will only be able to wear equipment with a certain total amount of <item power>, depending on their own level. This is the only way to prevent low level players to wear "undeserved" equipment (like gifts from other players or cheated items). It is very important to adjust the <item power> value carefully for every artifact you create! If zero/unset, the Deliantra server will calculate a provisional value at runtime, but this is never going to be an accurate measurement of <item power>.',
7774 name => 'item power',
7775 type => 'int'
7776 }
7777 ],
7778 [
7779 'damned',
7780 {
7781 desc => 'A damned weapon cannot be unwielded unless the curse is removed. Removing damnations is a tick harder than removing curses.',
7782 name => 'damnation',
7783 type => 'bool'
7784 }
7785 ],
7786 [
7787 'cursed',
7788 {
7789 desc => 'A cursed weapon cannot be unwielded unless the curse is removed.',
7790 name => 'curse',
7791 type => 'bool'
7792 }
7793 ],
7794 [
7795 'lifesave',
7796 {
7797 desc => 'An item with this flag enabled will save the players life for one time: When the player is wearing this item and his health points reach zero, the item disappears, replenishing half of the player\'s health. An item with <save life> should not have any decent additional bonuses!',
7798 name => 'save life',
7799 type => 'bool'
7800 }
7801 ],
7802 [
7803 'unique',
7804 {
7805 desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
7806 name => 'unique item',
7807 type => 'bool'
7808 }
7809 ],
7810 [
7811 'startequip',
7812 {
7813 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
7814 name => 'godgiven item',
7815 type => 'bool'
7816 }
7817 ],
7818 [
7819 'msg',
7820 {
7821 desc => 'This text describes the weapons\'s "story". Every decent artifact weapon should have such a description.',
7822 end => 'endmsg',
7823 name => 'description',
7824 type => 'text'
7825 }
7826 ]
7827 ],
7828 desc => 'Wielding a weapon, the object\'s stats will directly be inherited to the player. Usually enhancing his fighting-abilities. Non-magical weapons can be improved with scrolls.',
7829 name => 'Weapon',
7830 section => [
7831 [
7832 'stats',
7833 [
7834 [
7835 'Str',
7836 {
7837 desc => 'The player\'s strentgh will rise/fall by the given value for permanent (of course there is an upper limit). Generally there shouldn\'t be stat potions granting more than one stat. Cursed potions will subtract the stats if positive.',
7838 name => 'strength',
7839 type => 'int'
7840 }
7841 ],
7842 [
7843 'Dex',
7844 {
7845 desc => 'The player\'s strentgh will rise/fall by the given value for permanent (of course there is an upper limit). Generally there shouldn\'t be stat potions granting more than one stat. Cursed potions will subtract the stats if positive.',
7846 name => 'dexterity',
7847 type => 'int'
7848 }
7849 ],
7850 [
7851 'Con',
7852 {
7853 desc => 'The player\'s strentgh will rise/fall by the given value for permanent (of course there is an upper limit). Generally there shouldn\'t be stat potions granting more than one stat. Cursed potions will subtract the stats if positive.',
7854 name => 'constitution',
7855 type => 'int'
7856 }
7857 ],
7858 [
7859 'Int',
7860 {
7861 desc => 'The player\'s strentgh will rise/fall by the given value for permanent (of course there is an upper limit). Generally there shouldn\'t be stat potions granting more than one stat. Cursed potions will subtract the stats if positive.',
7862 name => 'intelligence',
7863 type => 'int'
7864 }
7865 ],
7866 [
7867 'Pow',
7868 {
7869 desc => 'The player\'s strentgh will rise/fall by the given value for permanent (of course there is an upper limit). Generally there shouldn\'t be stat potions granting more than one stat. Cursed potions will subtract the stats if positive.',
7870 name => 'power',
7871 type => 'int'
7872 }
7873 ],
7874 [
7875 'Wis',
7876 {
7877 desc => 'The player\'s strentgh will rise/fall by the given value for permanent (of course there is an upper limit). Generally there shouldn\'t be stat potions granting more than one stat. Cursed potions will subtract the stats if positive.',
7878 name => 'wisdom',
7879 type => 'int'
7880 }
7881 ],
7882 [
7883 'Cha',
7884 {
7885 desc => 'The player\'s strentgh will rise/fall by the given value for permanent (of course there is an upper limit). Generally there shouldn\'t be stat potions granting more than one stat. Cursed potions will subtract the stats if positive.',
7886 name => 'charisma',
7887 type => 'int'
7888 }
7889 ]
7890 ]
7891 ],
7892 [
7893 'resistance',
7894 [
7895 [
7896 'resist_physical',
7897 {
7898 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
7899 name => 'resist physical %',
7900 type => 'int'
7901 }
7902 ],
7903 [
7904 'resist_magic',
7905 {
7906 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
7907 name => 'resist magic %',
7908 type => 'int'
7909 }
7910 ],
7911 [
7912 'resist_fire',
7913 {
7914 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
7915 name => 'resist fire %',
7916 type => 'int'
7917 }
7918 ],
7919 [
7920 'resist_electricity',
7921 {
7922 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
7923 name => 'resist electricity %',
7924 type => 'int'
7925 }
7926 ],
7927 [
7928 'resist_cold',
7929 {
7930 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
7931 name => 'resist cold %',
7932 type => 'int'
7933 }
7934 ],
7935 [
7936 'resist_acid',
7937 {
7938 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
7939 name => 'resist acid %',
7940 type => 'int'
7941 }
7942 ],
7943 [
7944 'resist_confusion',
7945 {
7946 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
7947 name => 'resist confusion %',
7948 type => 'int'
7949 }
7950 ],
7951 [
7952 'resist_weaponmagic',
7953 {
7954 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
7955 name => 'resist weaponmagic %',
7956 type => 'int'
7957 }
7958 ],
7959 [
7960 'resist_ghosthit',
7961 {
7962 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
7963 name => 'resist ghosthit %',
7964 type => 'int'
7965 }
7966 ],
7967 [
7968 'resist_slow',
7969 {
7970 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
7971 name => 'resist slow %',
7972 type => 'int'
7973 }
7974 ],
7975 [
7976 'resist_fear',
7977 {
7978 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
7979 name => 'resist fear %',
7980 type => 'int'
7981 }
7982 ],
7983 [
7984 'resist_death',
7985 {
7986 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
7987 name => 'resist death-attack %',
7988 type => 'int'
7989 }
7990 ],
7991 [
7992 'resist_chaos',
7993 {
7994 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
7995 name => 'resist chaos %',
7996 type => 'int'
7997 }
7998 ],
7999 [
8000 'resist_blind',
8001 {
8002 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
8003 name => 'resist blinding %',
8004 type => 'int'
8005 }
8006 ],
8007 [
8008 'resist_holyword',
8009 {
8010 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
8011 name => 'resist holy power %',
8012 type => 'int'
8013 }
8014 ],
8015 [
8016 'resist_godpower',
8017 {
8018 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
8019 name => 'resist godpower %',
8020 type => 'int'
8021 }
8022 ],
8023 [
8024 'resist_paralyze',
8025 {
8026 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
8027 name => 'resist paralyze %',
8028 type => 'int'
8029 }
8030 ],
8031 [
8032 'resist_drain',
8033 {
8034 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
8035 name => 'resist draining %',
8036 type => 'int'
8037 }
8038 ],
8039 [
8040 'resist_deplete',
8041 {
8042 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
8043 name => 'resist depletion %',
8044 type => 'int'
8045 }
8046 ],
8047 [
8048 'resist_poison',
8049 {
8050 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
8051 name => 'resist poison %',
8052 type => 'int'
8053 }
8054 ]
8055 ]
8056 ],
8057 [
8058 'misc',
8059 [
8060 [
8061 'luck',
8062 {
8063 desc => 'With positive luck bonus, the player is more likely to succeed in all sorts of things (spellcasting, praying,...). Unless the <luck bonus> is very high, the effect will be barely visible in-game. Luck bonus on one piece of equipment should never exceed 3, and such bonus should not be too frequently available.',
8064 name => 'luck bonus',
8065 type => 'int'
8066 }
8067 ],
8068 [
8069 'hp',
8070 {
8071 desc => 'Positive <health regen.> bonus speeds up the player\'s healing process. Negative values slow it down.',
8072 name => 'health regen.',
8073 type => 'int'
8074 }
8075 ],
8076 [
8077 'sp',
8078 {
8079 desc => 'Positive <mana regen.> bonus speeds up the player\'s mana regeneration. Negative values slow it down.',
8080 name => 'mana regen.',
8081 type => 'int'
8082 }
8083 ],
8084 [
8085 'grace',
8086 {
8087 desc => 'Positive <grace regen.> bonus speeds up the player\'s grace regeneration. Negative values slow it down. Since grace can be regenerated rather easy with praying, additional <grace regen.> bonus should be VERY RARE!!',
8088 name => 'grace regen.',
8089 type => 'int'
8090 }
8091 ],
8092 [
8093 'food',
8094 {
8095 desc => 'Positive <food bonus> slows down the player\'s digestion, thus he consumes less food. Negative values speed it up. Note that food is consumed not only for "being alive", but also for healing and mana-regeneration. <food bonus> only affects the amount of food consumed for "being alive". Hence, even with high <food bonus>, during a fight a player can run out of food quickly.',
8096 name => 'food bonus',
8097 type => 'int'
8098 }
8099 ],
8100 [
8101 'xrays',
8102 {
8103 desc => 'Xray vision allows the player to see through obstacles in a two-square-wide radius. This is extremely helpful and desirable, so don\'t give it away for cheap on equipment.',
8104 name => 'xray vision',
8105 type => 'bool'
8106 }
8107 ],
8108 [
8109 'stealth',
8110 {
8111 desc => 'Stealth allows the player to move silently. This comes to effect if a player turns himself invisible and tries to sneak around monsters. (At least that was the idea behind it)',
8112 name => 'stealth',
8113 type => 'bool'
8114 }
8115 ],
8116 [
8117 'reflect_spell',
8118 {
8119 desc => 'If a player is wearing any piece of equipment with the ability to <reflect spells>, all kinds of spell-bullets and -beams will bounce off him. This works only about 90% of all times, to avoid players being completely immune to certain types of attacks. This is a very powerful ability and it shouldn\'t be handed out cheap!',
8120 name => 'reflect spells',
8121 type => 'bool'
8122 }
8123 ],
8124 [
8125 'reflect_missile',
8126 {
8127 desc => 'If a player is wearing any piece of equipment with the ability to <reflect missiles>, all kinds of projectiles (e.g. arrows, bolts, boulders) will bounce off him. This works only about 90% of all times, to avoid players being completely immune to certain types of attacks.',
8128 name => 'reflect missiles',
8129 type => 'bool'
8130 }
8131 ],
8132 [
8133 'path_attuned',
8134 {
8135 desc => 'Click on the <attuned paths> button to select spellpaths. The player will get attuned to the specified spellpaths while wearing this weapon.',
8136 name => 'attuned paths',
8137 type => 'bitmask',
8138 value => $BITMASK{spellpath}
8139 }
8140 ],
8141 [
8142 'path_repelled',
8143 {
8144 desc => 'Click on the <repelled paths> button to select spellpaths. The player will get repelled to the specified spellpaths while wearing this weapon.',
8145 name => 'repelled paths',
8146 type => 'bitmask',
8147 value => $BITMASK{spellpath}
8148 }
8149 ],
8150 [
8151 'path_denied',
8152 {
8153 desc => 'Click on the <denied paths> button to select spellpaths. The specified spellpaths will be denied to the player while wearing this weapon.',
8154 name => 'denied paths',
8155 type => 'bitmask',
8156 value => $BITMASK{spellpath}
8157 }
8158 ]
8159 ]
8160 ]
8161 ],
8162 use => 'If you create artifacts (equipment) with stats- or resistance-bonus: Keep playbalance in mind! Such items mustn\'t be reachable without hard fighting AND questing.'
8163 }
8164 );
8165
8166 our %ATTR = (
8167 3 => $TYPE{Rod},
8168 4 => $TYPE{Treasure},
8169 5 => $TYPE{Potion},
8170 6 => $TYPE{Food},
8171 7 => $TYPE{'Poison Food'},
8172 8 => $TYPE{Book},
8173 9 => $TYPE{Clock},
8174 13 => $TYPE{Projectile},
8175 14 => $TYPE{'Shooting Weapon'},
8176 15 => $TYPE{Weapon},
8177 16 => $TYPE{'Brestplate Armour'},
8178 17 => $TYPE{Pedestal},
8179 18 => $TYPE{Altar},
8180 19 => $TYPE{'Item Match'},
8181 20 => $TYPE{'Locked Door'},
8182 21 => $TYPE{'Special Key'},
8183 23 => $TYPE{Door},
8184 24 => $TYPE{Key},
8185 26 => $TYPE{'Timed Gate'},
8186 27 => $TYPE{'Handle Trigger'},
8187 28 => $TYPE{'Monster (Grimreaper)'},
8188 29 => $TYPE{'Magic Ear'},
8189 30 => $TYPE{'Button Trigger'},
8190 31 => $TYPE{'Altar Trigger'},
8191 32 => $TYPE{'Pedestal Trigger'},
8192 33 => $TYPE{Shield},
8193 34 => $TYPE{Helmet},
8194 35 => $TYPE{Horn},
8195 36 => $TYPE{Money},
8196 37 => $TYPE{'Class Changer'},
8197 39 => $TYPE{Amulet},
8198 40 => $TYPE{Mover},
8199 41 => $TYPE{Teleporter},
8200 42 => $TYPE{Creator},
8201 43 => $TYPE{Skill},
8202 51 => $TYPE{Detector},
8203 52 => $TYPE{'Trigger Marker'},
8204 55 => $TYPE{Marker},
8205 56 => $TYPE{'Holy Altar'},
8206 58 => $TYPE{Battleground},
8207 60 => $TYPE{Jewel},
8208 62 => $TYPE{'Magic Wall'},
8209 64 => $TYPE{'Inventory Checker'},
8210 65 => $TYPE{'Mood Floor'},
8211 66 => $TYPE{Exit},
8212 67 => $TYPE{'Floor (Encounter)'},
8213 68 => $TYPE{'Shop Floor'},
8214 69 => $TYPE{'Shop Mat'},
8215 70 => $TYPE{Ring},
8216 72 => $TYPE{Flesh},
8217 73 => $TYPE{Inorganic},
8218 74 => $TYPE{'Skill Tool'},
8219 81 => $TYPE{Torch},
8220 82 => $TYPE{Lamp},
8221 83 => $TYPE{Duplicator},
8222 85 => $TYPE{Spellbook},
8223 87 => $TYPE{Cloak},
8224 88 => $TYPE{'Hazard Floor'},
8225 90 => $TYPE{Spinner},
8226 91 => $TYPE{Gate},
8227 92 => $TYPE{Button},
8228 93 => $TYPE{Handle},
8229 94 => $TYPE{Pit},
8230 95 => $TYPE{Trapdoor},
8231 98 => $TYPE{'Sign & MagicMouth'},
8232 99 => $TYPE{Boots},
8233 100 => $TYPE{Gloves},
8234 101 => $TYPE{Spell},
8235 103 => $TYPE{Converter},
8236 104 => $TYPE{Bracers},
8237 106 => $TYPE{Savebed},
8238 109 => $TYPE{'Wand & Staff'},
8239 110 => $TYPE{Inscribable},
8240 111 => $TYPE{Scroll},
8241 112 => $TYPE{Director},
8242 113 => $TYPE{Girdle},
8243 116 => $TYPE{'Event Connector'},
8244 122 => $TYPE{Container},
8245 130 => $TYPE{'Skill Scroll'},
8246 138 => $TYPE{Swamp},
8247 150 => $TYPE{'Shop Inventory'},
8248 154 => $TYPE{Rune},
8249 155 => $TYPE{Trap},
8250 156 => $TYPE{'Power Crystal'},
8251 158 => $TYPE{Disease},
8252 163 => $TYPE{'Item Transformer'},
8253 164 => $TYPE{'Map Script'},
8254 165 => $TYPE{'Safe ground'},
8255 999 => $TYPE{Ability}
8256 );
8257
8258 our %TYPENAME = (
8259 0 => '*NONE*',
8260 1 => 'PLAYER',
8261 2 => 'TRANSPORT',
8262 3 => 'ROD',
8263 4 => 'TREASURE',
8264 5 => 'POTION',
8265 6 => 'FOOD',
8266 7 => 'POISON',
8267 8 => 'BOOK',
8268 9 => 'CLOCK',
8269 12 => 'LIGHTNING',
8270 13 => 'ARROW',
8271 14 => 'BOW',
8272 15 => 'WEAPON',
8273 16 => 'ARMOUR',
8274 17 => 'PEDESTAL',
8275 18 => 'ALTAR',
8276 20 => 'LOCKED_DOOR',
8277 21 => 'SPECIAL_KEY',
8278 22 => 'MAP',
8279 23 => 'DOOR',
8280 24 => 'KEY',
8281 26 => 'TIMED_GATE',
8282 27 => 'TRIGGER',
8283 28 => 'GRIMREAPER',
8284 29 => 'MAGIC_EAR',
8285 30 => 'TRIGGER_BUTTON',
8286 31 => 'TRIGGER_ALTAR',
8287 32 => 'TRIGGER_PEDESTAL',
8288 33 => 'SHIELD',
8289 34 => 'HELMET',
8290 35 => 'HORN',
8291 36 => 'MONEY',
8292 37 => 'CLASS',
8293 38 => 'GRAVESTONE',
8294 39 => 'AMULET',
8295 40 => 'PLAYERMOVER',
8296 41 => 'TELEPORTER',
8297 42 => 'CREATOR',
8298 43 => 'SKILL',
8299 44 => 'EXPERIENCE',
8300 45 => 'EARTHWALL',
8301 46 => 'GOLEM',
8302 48 => 'THROWN_OBJ',
8303 49 => 'BLINDNESS',
8304 50 => 'GOD',
8305 51 => 'DETECTOR',
8306 52 => 'TRIGGER_MARKER',
8307 53 => 'DEAD_OBJECT',
8308 54 => 'DRINK',
8309 55 => 'MARKER',
8310 56 => 'HOLY_ALTAR',
8311 57 => 'PLAYER_CHANGER',
8312 58 => 'BATTLEGROUND',
8313 59 => 'PEACEMAKER',
8314 60 => 'GEM',
8315 62 => 'FIREWALL',
8316 63 => 'ANVIL',
8317 64 => 'CHECK_INV',
8318 65 => 'MOOD_FLOOR',
8319 66 => 'EXIT',
8320 67 => 'ENCOUNTER',
8321 68 => 'SHOP_FLOOR',
8322 69 => 'SHOP_MAT',
8323 70 => 'RING',
8324 71 => 'FLOOR',
8325 72 => 'FLESH',
8326 73 => 'INORGANIC',
8327 74 => 'SKILL_TOOL',
8328 75 => 'LIGHTER',
8329 76 => 'TRAP_PART',
8330 77 => 'WALL',
8331 78 => 'LIGHT_SOURCE',
8332 79 => 'MISC_OBJECT',
8333 80 => 'MONSTER',
8334 81 => 'SPAWN_GENERATOR',
8335 82 => 'LAMP',
8336 83 => 'DUPLICATOR',
8337 84 => 'TOOL',
8338 85 => 'SPELLBOOK',
8339 86 => 'BUILDFAC',
8340 87 => 'CLOAK',
8341 90 => 'SPINNER',
8342 91 => 'GATE',
8343 92 => 'BUTTON',
8344 93 => 'CF_HANDLE',
8345 94 => 'HOLE',
8346 95 => 'TRAPDOOR',
8347 98 => 'SIGN',
8348 99 => 'BOOTS',
8349 100 => 'GLOVES',
8350 101 => 'SPELL',
8351 102 => 'SPELL_EFFECT',
8352 103 => 'CONVERTER',
8353 104 => 'BRACERS',
8354 105 => 'POISONING',
8355 106 => 'SAVEBED',
8356 107 => 'POISONCLOUD',
8357 108 => 'FIREHOLES',
8358 109 => 'WAND',
8359 110 => 'INSCRIBABLE',
8360 111 => 'SCROLL',
8361 112 => 'DIRECTOR',
8362 113 => 'GIRDLE',
8363 114 => 'FORCE',
8364 115 => 'POTION_EFFECT',
8365 116 => 'EVENT_CONNECTOR',
8366 121 => 'CLOSE_CON',
8367 122 => 'CONTAINER',
8368 123 => 'ARMOUR_IMPROVER',
8369 124 => 'WEAPON_IMPROVER',
8370 130 => 'SKILLSCROLL',
8371 138 => 'DEEP_SWAMP',
8372 139 => 'IDENTIFY_ALTAR',
8373 150 => 'MENU',
8374 154 => 'RUNE',
8375 155 => 'TRAP',
8376 156 => 'POWER_CRYSTAL',
8377 157 => 'CORPSE',
8378 158 => 'DISEASE',
8379 159 => 'SYMPTOM',
8380 160 => 'BUILDER',
8381 161 => 'MATERIAL',
8382 162 => 'GPS',
8383 163 => 'ITEM_TRANSFORMER',
8384 164 => 'QUEST'
8385 );
8386
8387 our %SPELL = (
8388 0 => 'magic bullet',
8389 1 => 'small fireball',
8390 2 => 'medium fireball',
8391 3 => 'large fireball',
8392 4 => 'burning hands',
8393 5 => 'small lightning',
8394 6 => 'large lightning',
8395 7 => 'magic missile',
8396 8 => 'create bomb',
8397 9 => 'summon golem',
8398 10 => 'summon fire elemental',
8399 11 => 'summon earth elemental',
8400 12 => 'summon water elemental',
8401 13 => 'summon air elemental',
8402 14 => 'dimension door',
8403 15 => 'create earth wall',
8404 16 => 'paralyze',
8405 17 => 'icestorm',
8406 18 => 'magic mapping',
8407 19 => 'turn undead',
8408 20 => 'fear',
8409 21 => 'poison cloud',
8410 22 => 'wonder',
8411 23 => 'destruction',
8412 24 => 'perceive self',
8413 25 => 'word of recall',
8414 26 => 'invisible',
8415 27 => 'invisible to undead',
8416 28 => 'probe',
8417 29 => 'large bullet',
8418 30 => 'improved invisibility',
8419 31 => 'holy word',
8420 32 => 'minor healing',
8421 33 => 'medium healing',
8422 34 => 'major healing',
8423 35 => 'heal',
8424 36 => 'create food',
8425 37 => 'earth to dust',
8426 38 => 'armour',
8427 39 => 'strength',
8428 40 => 'dexterity',
8429 41 => 'constitution',
8430 42 => 'charisma',
8431 43 => 'create fire wall',
8432 44 => 'create frost wall',
8433 45 => 'protection from cold',
8434 46 => 'protection from electricity',
8435 47 => 'protection from fire',
8436 48 => 'protection from poison',
8437 49 => 'protection from slow',
8438 50 => 'protection from paralysis',
8439 51 => 'protection from draining',
8440 52 => 'protection from magic',
8441 53 => 'protection from attack',
8442 54 => 'levitate',
8443 55 => 'small speedball',
8444 56 => 'large speedball',
8445 57 => 'hellfire',
8446 58 => 'dragonbreath',
8447 59 => 'large icestorm',
8448 60 => 'charging',
8449 61 => 'polymorph',
8450 62 => 'cancellation',
8451 63 => 'confusion',
8452 64 => 'mass confusion',
8453 65 => 'summon pet monster',
8454 66 => 'slow',
8455 67 => 'regenerate spellpoints',
8456 68 => 'cure poison',
8457 69 => 'protection from confusion',
8458 70 => 'protection from cancellation',
8459 71 => 'protection from depletion',
8460 72 => 'alchemy',
8461 73 => 'remove curse',
8462 74 => 'remove damnation',
8463 75 => 'identify',
8464 76 => 'detect magic',
8465 77 => 'detect monster',
8466 78 => 'detect evil',
8467 79 => 'detect curse',
8468 80 => 'heroism',
8469 81 => 'aggravation',
8470 82 => 'firebolt',
8471 83 => 'frostbolt',
8472 84 => 'shockwave',
8473 85 => 'color spray',
8474 86 => 'haste',
8475 87 => 'face of death',
8476 88 => 'ball lightning',
8477 89 => 'meteor swarm',
8478 90 => 'comet',
8479 91 => 'mystic fist',
8480 92 => 'raise dead',
8481 93 => 'resurrection',
8482 94 => 'reincarnation',
8483 95 => 'immunity to cold',
8484 96 => 'immunity to electricity',
8485 97 => 'immunity to fire',
8486 98 => 'immunity to poison',
8487 99 => 'immunity to slow',
8488 100 => 'immunity to paralysis',
8489 101 => 'immunity to draining',
8490 102 => 'immunity to magic',
8491 103 => 'immunity to attack',
8492 104 => 'invulnerability',
8493 105 => 'defense',
8494 106 => 'rune of fire',
8495 107 => 'rune of frost',
8496 108 => 'rune of shocking',
8497 109 => 'rune of blasting',
8498 110 => 'rune of death',
8499 111 => 'marking rune',
8500 112 => 'build director',
8501 113 => 'create pool of chaos',
8502 114 => 'build bullet wall',
8503 115 => 'build lightning wall',
8504 116 => 'build fireball wall',
8505 117 => 'magic rune',
8506 118 => 'rune of magic drain',
8507 119 => 'antimagic rune',
8508 120 => 'rune of transferrence',
8509 121 => 'transferrence',
8510 122 => 'magic drain',
8511 123 => 'counterspell',
8512 124 => 'disarm',
8513 125 => 'cure confusion',
8514 126 => 'restoration',
8515 127 => 'summon evil monster',
8516 128 => 'counterwall',
8517 129 => 'cause light wounds',
8518 130 => 'cause medium wounds',
8519 131 => 'cause serious wounds',
8520 132 => 'charm monsters',
8521 133 => 'banishment',
8522 134 => 'create missile',
8523 135 => 'show invisible',
8524 136 => 'xray',
8525 137 => 'pacify',
8526 138 => 'summon fog',
8527 139 => 'steambolt',
8528 140 => 'command undead',
8529 141 => 'holy orb',
8530 142 => 'summon avatar',
8531 143 => 'holy possession',
8532 144 => 'bless',
8533 145 => 'curse',
8534 146 => 'regeneration',
8535 147 => 'consecrate',
8536 148 => 'summon cult monsters',
8537 149 => 'cause critical wounds',
8538 150 => 'holy wrath',
8539 151 => 'retributive strike',
8540 152 => 'finger of death',
8541 153 => 'insect plague',
8542 154 => 'call holy servant',
8543 155 => 'wall of thorns',
8544 156 => 'staff to snake',
8545 157 => 'light',
8546 158 => 'darkness',
8547 159 => 'nightfall',
8548 160 => 'daylight',
8549 161 => 'sunspear',
8550 162 => 'faery fire',
8551 163 => 'cure blindness',
8552 164 => 'dark vision',
8553 165 => 'bullet swarm',
8554 166 => 'bullet storm',
8555 167 => 'cause many wounds',
8556 168 => 'small snowstorm',
8557 169 => 'medium snowstorm',
8558 170 => 'large snowstorm',
8559 171 => 'cure disease',
8560 172 => 'cause red death',
8561 173 => 'cause flu',
8562 174 => 'cause black death',
8563 175 => 'cause leprosy',
8564 176 => 'cause smallpox',
8565 177 => 'cause white death',
8566 178 => 'cause anthrax',
8567 179 => 'cause typhoid',
8568 180 => 'mana blast',
8569 181 => 'small manaball',
8570 182 => 'medium manaball',
8571 183 => 'large manaball',
8572 184 => 'mana bolt',
8573 185 => 'dancing sword',
8574 186 => 'animate weapon',
8575 187 => 'cause cold',
8576 188 => 'divine shock',
8577 189 => 'windstorm',
8578 190 => 'sanctuary',
8579 191 => 'peace',
8580 192 => 'spiderweb',
8581 193 => 'conflict',
8582 194 => 'rage',
8583 195 => 'forked lightning',
8584 196 => 'poison fog',
8585 197 => 'flaming aura',
8586 198 => 'vitriol',
8587 199 => 'vitriol splash',
8588 200 => 'ironwood skin',
8589 201 => 'wrathful eye',
8590 202 => 'town portal',
8591 203 => 'missile swarm',
8592 204 => 'cause rabies',
8593 205 => 'glyph'
8594 );
8595
8596
8597 =head1 AUTHOR
8598
8599 Marc Lehmann <schmorp.de>
8600 http://home.schmorp.de/
8601
8602 The source files are part of the CFJavaEditor.
8603
8604 =cut
8605
8606 1